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The Netherbrain/Combat: Difference between revisions
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== Conditions == | == Conditions == | ||
* {{cond|Chains of Karsus}} - After using [[Karsus' Compulsion]] on the Netherbrain | * {{cond|Chains of Karsus}} - After using [[Karsus' Compulsion]] on the Netherbrain | ||
* {{cond|Against All Odds}} - If a natural 20 was rolled on the final check to dominate the Netherbrain at the [[Morphic Pool]] it will have this condition, which | * {{cond|Against All Odds}} - If a natural 20 was rolled on the final check to dominate the Netherbrain at the [[Morphic Pool]] it will have this condition, which reduces its HP by 20%. | ||
== Enemy allies == | == Enemy allies == | ||
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== Encounter == | == Encounter == | ||
===Atop the brain=== | ===Atop the brain=== | ||
* | * {{SAI|Dimension Door}}, {{SAI|Arcane Gate}} and {{SAI|Misty Step}} are all useful spells/scrolls for moving from the entrance [[Confront the Elder Brain#Atop the Netherbrain|Atop the Netherbrain]] to the Crown of Karsus. | ||
* Stepping directly on the brain's surface will summon hidden [[tentacle]]s, so it may be easier to approach from the two platforms on either side. Otherwise, if intending to sprint across, it is helpful to use a character who can avoid [[Opportunity Attack]]s, such as one with the [[Mobile]] feat. | * Stepping directly on the brain's surface will summon hidden [[tentacle]]s, so it may be easier to approach from the two platforms on either side. Otherwise, if intending to sprint across, it is helpful to use a character who can avoid [[Opportunity Attack]]s, such as one with the [[Mobile]] feat. | ||
* | * {{SAI|Globe of Invulnerability}} and {{SAI|Sanctuary}} are also useful for protecting the caster of [[Karsus' Compulsion]]. '''However''', the nearby [[Illithid Arcanist]]s will still be able to {{cond|Stunned|stun}} creatures affected by these spells, which ends their concentration prematurely. | ||
* | * The four [[Illithid Arcanist]]s are very dangerous enemies in this section of the fight. They can spam a more powerful version of {{SAI|Magic Missile}}, use {{SAI|Counterspell}}, stun your party via {{SAI|Tentacle Whip}} and {{SAI|Mind Blast}}, and even gain control of allies with {{SAI|Mind Flayer Domination}}. They are also immune to being pushed over the edge with moves like [[Telekinesis]], as they will just reappear atop the Netherbrain. | ||
* Only party members and [[Orpheus]] or the [[Emperor]] can enter the Netherbrain's psyche (or '''The Unbreakable Will of the Netherbrain'''), so once the portal is open it is no longer necessary to continue fighting other enemies. | * Only party members and either [[Orpheus]] or the [[Emperor]] can enter the Netherbrain's psyche (or '''The Unbreakable Will of the Netherbrain'''), so once the portal is open it is no longer necessary to continue fighting other enemies. | ||
* Once all party members and Orpheus/the Emperor have entered the portal, the battle outside on the surface of the brain will end and the remaining turn order will just consist of the party and the Netherbrain. | |||
=== Inside the crown=== | === Inside the crown=== | ||
* | * It is strongly recommended to have one's entire party near the portal before completing [[Karsus' Compulsion]]. Once the final fight against the Netherbain begins, it is possible for the Netherbrain to destroy all platforms near the portal, preventing party members outside from entering. | ||
* While allies summoned through [[Gather Your Allies (Class Action)]] cannot enter the portal, they can be summoned onto the platforms inside. | |||
* The first attack each round against the Brain will cause it to use [[Retributive Brainquake]], which will damage and potentially {{cond|Slowed|Slow}} everything in range. | * The first attack each round against the Brain will cause it to use [[Retributive Brainquake]], which will damage and potentially {{cond|Slowed|Slow}} everything in range. The player can potentially avoid this the first time by triggering it with the first party member to enter the portal, and then having the rest of the team enter afterword. | ||
* The | * The Netherbrain will use [[Orb of Negation]] to summon several orbs which cause damage at the end of the next round. These orbs will destroy the platforms beneath them, so it is important to move characters off of any marked platforms. | ||
* The Netherbrain must be killed quickly since every platform will be destroyed in only a couple of turns. | |||
==Achievements== | ==Achievements== | ||
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{{Achievement|Sins of the Father}} | {{Achievement|Sins of the Father}} | ||
== | == Known Bugs == | ||
* Thrown weapons that return to the user, such as {{RarityItem|Nyrulna}} or {{RarityItem|Returning Pike}}, may occasionally glitch and disappear forever after being thrown at the Netherbrain. Throwing builds should bring back-up weapons just in case. | |||
[[Category:Combat guides]] | [[Category:Combat guides]] |
Revision as of 08:27, 17 March 2024
The Unbreakable Will of the Netherbrain | |||||||||||||
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Huge Aberration | |||||||||||||
Level 20 Elder Brain | |||||||||||||
Stats | |||||||||||||
Armour Class | 15 | ||||||||||||
Hit points |
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Movement speed | 0 m (0 ft) | ||||||||||||
Weight | 10000 kg (20000 lb) | ||||||||||||
Initiative | -15 | ||||||||||||
Ability scores | |||||||||||||
| |||||||||||||
Proficiency bonus | +4 | ||||||||||||
Saving throws |
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Conditions | |||||||||||||
| Will break free of its domination within 5 turns | ||||||||||||
| Begins with a portion of its HP missing, depending on an earlier ability check | ||||||||||||
Features | |||||||||||||
| Use a reaction to release a brainquake |
Overview | Combat |
This page focuses on The Netherbrain's behavior during turn-based combat gameplay.
Spells and abilities
Honour Mode
Conditions
- - After using Karsus' Compulsion on the Netherbrain
- - If a natural 20 was rolled on the final check to dominate the Netherbrain at the Morphic Pool it will have this condition, which reduces its HP by 20%.
Enemy allies
- Dominated Red Dragon
- Illithid Arcanist x4
- Tentacle x16 (hidden under the brain's surface until approached)
- Nautiloid (Creature) (appears after a 4 turn countdown and begins summoning Mind Flayers and Intellect Devourers)
Conditional enemy allies
- The Emperor (if the player chose to free Orpheus)
- Dream Guardian x4 (if the player chose to free Orpheus)
- Countermeasure x4 (if the player chose to trust the Emperor)
Encounter
Atop the brain
- Atop the Netherbrain to the Crown of Karsus. , and are all useful spells/scrolls for moving from the entrance
- Stepping directly on the brain's surface will summon hidden tentacles, so it may be easier to approach from the two platforms on either side. Otherwise, if intending to sprint across, it is helpful to use a character who can avoid Opportunity Attacks, such as one with the Mobile feat.
- Karsus' Compulsion. However, the nearby Illithid Arcanists will still be able to creatures affected by these spells, which ends their concentration prematurely. and are also useful for protecting the caster of
- The four Illithid Arcanists are very dangerous enemies in this section of the fight. They can spam a more powerful version of , use , stun your party via and , and even gain control of allies with . They are also immune to being pushed over the edge with moves like Telekinesis, as they will just reappear atop the Netherbrain.
- Only party members and either Orpheus or the Emperor can enter the Netherbrain's psyche (or The Unbreakable Will of the Netherbrain), so once the portal is open it is no longer necessary to continue fighting other enemies.
- Once all party members and Orpheus/the Emperor have entered the portal, the battle outside on the surface of the brain will end and the remaining turn order will just consist of the party and the Netherbrain.
Inside the crown
- It is strongly recommended to have one's entire party near the portal before completing Karsus' Compulsion. Once the final fight against the Netherbain begins, it is possible for the Netherbrain to destroy all platforms near the portal, preventing party members outside from entering.
- While allies summoned through Gather Your Allies (Class Action) cannot enter the portal, they can be summoned onto the platforms inside.
- The first attack each round against the Brain will cause it to use Retributive Brainquake, which will damage and potentially everything in range. The player can potentially avoid this the first time by triggering it with the first party member to enter the portal, and then having the rest of the team enter afterword.
- The Netherbrain will use Orb of Negation to summon several orbs which cause damage at the end of the next round. These orbs will destroy the platforms beneath them, so it is important to move characters off of any marked platforms.
- The Netherbrain must be killed quickly since every platform will be destroyed in only a couple of turns.
Achievements
Absolute Power Corrupts
Reign with terror: take control of the Netherbrain and bend the world to your will.
Sins of the Father
Claim your Throne of Blood: take control of the Netherbrain for Bhaal and break the world.
Known Bugs
- Thrown weapons that return to the user, such as Nyrulna or Returning Pike, may occasionally glitch and disappear forever after being thrown at the Netherbrain. Throwing builds should bring back-up weapons just in case.