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The Netherbrain/Combat: Difference between revisions
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* {{SAI|Globe of Invulnerability}} and {{SAI|Sanctuary}} are 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 disrupts the spell prematurely. | * {{SAI|Globe of Invulnerability}} and {{SAI|Sanctuary}} are 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 disrupts the spell 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. Fortunately they have a rather low number of hit points, making them vulnerable to allies with high maneuverability and ranged damage. | * 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. Fortunately they have a rather low number of hit points, making them vulnerable to allies with high maneuverability and ranged damage. | ||
* | * Once the party has reached the Crown of Karthus, the party member with [[Karsus' Compulsion]] must channel it in order to enter the final stage of the fight. The channelling lasts for 2 turns (the turn it was started and the following turn) and on the 3rd turn a portal will open to the Netherbrain's psyche (or '''The Unbreakable Will of the Netherbrain'''). | ||
* Only party members and either [[Orpheus]] or the [[Emperor]] can enter this portal, so once it has been opened there is no any reason 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. | * 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. | ||
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* It is strongly recommended to have one's entire party near the portal before completing [[Karsus' Compulsion]]. Once the portal is opened, the final fight against the Netherbain begins immediately and it is possible for it to destroy all platforms near the portal, preventing party members outside from entering. | * It is strongly recommended to have one's entire party near the portal before completing [[Karsus' Compulsion]]. Once the portal is opened, the final fight against the Netherbain begins immediately and it is possible for it 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. | * 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 {{SAI|Retributive Brainquake}}, which will damage and | * The first attack each round against the Brain will cause it to use {{SAI|Retributive Brainquake}}, which will damage and possibly {{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 Netherbrain will use {{SAI|Orb of Negation}} to summon several orbs which deal 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 will use {{SAI|Orb of Negation}} to summon several orbs which deal 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. | * The Netherbrain must be killed quickly since every platform will be destroyed in only a couple of turns. | ||
==Achievements== | ==Achievements== |
Revision as of 21:34, 18 April 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 | |||||||||||||
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Proficiency bonus | +4 | ||||||||||||
Saving throws |
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Conditions | |||||||||||||
| Will break free of its domination within 5 turns | ||||||||||||
| Begins with 20% 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.
Attacks 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%.
Allies
- Dominated Red Dragon
- 4x Illithid Arcanist
- 16x Tentacle (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 Allies
- The Emperor (if the player chose to free Orpheus)
- 4x Dream Guardian (if the player chose to free Orpheus)
- 4x Countermeasure (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 up to 16 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 disrupts the spell prematurely. and are 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. Fortunately they have a rather low number of hit points, making them vulnerable to allies with high maneuverability and ranged damage.
- Once the party has reached the Crown of Karthus, the party member with Karsus' Compulsion must channel it in order to enter the final stage of the fight. The channelling lasts for 2 turns (the turn it was started and the following turn) and on the 3rd turn a portal will open to the Netherbrain's psyche (or The Unbreakable Will of the Netherbrain).
- Only party members and either Orpheus or the Emperor can enter this portal, so once it has been opened there is no any reason 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 portal is opened, the final fight against the Netherbain begins immediately and it is possible for it 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 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. , which will damage and possibly
- The Netherbrain will use to summon several orbs which deal 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 fall into the chasm below the Netherbrain and disappear forever after being thrown at it. Throwing builds should bring back-up weapons just in case.