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Cazador Szarr/Combat: Difference between revisions
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(Added more info. Will test the fight shortly to make it more detailed) |
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* Cazador will attempt to complete the ritual to become the Vampire Ascendant. If 3 turns pass without the ritual being interrupted (by freeing [[Astarion]] or killing one of the [[Vampire Spawn]]) then Cazador will consume them all to become the Vampire Ascendant. | * Cazador will attempt to complete the ritual to become the Vampire Ascendant. If 3 turns pass without the ritual being interrupted (by freeing [[Astarion]] or killing one of the [[Vampire Spawn]]) then Cazador will consume them all to become the Vampire Ascendant. | ||
* Cazador will be empowered by {{Cond|Ritual Sources}} from each of the trapped vampire spawn, granting him increased movement speed, temporary hit points, and damage. These sources are represented by lines of red magic on the floor and can be "stolen" by the party if they stand on top of the circles in front of the victims. There are 7 such lines in total and 3 of them provide bonus effects: | * Cazador will be empowered by {{Cond|Ritual Sources}} from each of the trapped vampire spawn, granting him increased movement speed, temporary hit points, and damage. These sources are represented by lines of red magic on the floor and can be "stolen" by the party if they stand on top of the circles in front of the victims. There are 7 such lines in total and 3 of them provide bonus effects: | ||
** [[Astarion]] | ** Ritual Drain [[Astarion]]: Gain an additional bonus action | ||
** [[Yousen]] | ** Ritual Drain [[Yousen]]: Heal for {{DamageText|2d8|Healing}} each turn | ||
** [[Violet]] | ** Ritual Drain [[Violet]]: Gain +5 AC | ||
==Tactics== | ==Tactics== |
Revision as of 22:21, 2 May 2024
Cazador | Combat |
Cazador Szarr | |||||||||||||
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Level 12 | |||||||||||||
Information | |||||||||||||
Race | Vampire | ||||||||||||
Stats | |||||||||||||
Size | Medium | ||||||||||||
Type | Undead | ||||||||||||
Armour Class | 21 | ||||||||||||
Hit points |
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Weight | 70 kg (150 lb) | ||||||||||||
Initiative | +9 | ||||||||||||
Ability scores | |||||||||||||
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Proficiency bonus | +4 | ||||||||||||
Saving throws |
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Resistances | |||||||||||||
Resistant | Slashing, Piercing, Bludgeoning, Necrotic | ||||||||||||
Non-Magical Resistances | |||||||||||||
Immune | Bludgeoning, Piercing, Slashing | ||||||||||||
Conditions | |||||||||||||
| +1m movement, +10 temporary HP and +1d10 Necrotic damage per ritual source. | ||||||||||||
Tactician | +10 to your next 3 saving throws. | ||||||||||||
Features | |||||||||||||
| +5 to Initiative and cannot be surprised. | ||||||||||||
| +1 bonus to Spell Save DC and Spell attack rolls. | ||||||||||||
| Regain 1d4 HP when a creature fails any saving throws against your spells. | ||||||||||||
| Make two additional attacks after attacking with your main-hand weapon. | ||||||||||||
| Automatically attack an enemy moving out of your reach. | ||||||||||||
| While in sunlight, take 20 Radiant damage and have disadvantage on attack rolls and ability checks. | ||||||||||||
| If not in sunlight or holy water, regains 10 HP at the start of his turn. | ||||||||||||
Honour | Spend a legendary action to conjure a Vampiric Swarm. |
This page focuses on Cazador's behavior during turn-based combat gameplay.
Attacks and abilities
Enough, Wretches!
When Cazador reaches low enough health, he will use Enough, Wretches!, and switch to physical attacks.
Tactician mode
Honour mode
Allies
- Chatterteeth
- 3x Fallen Gur Hunter
- 4x Predator Werewolf
- 6x Bat (Additional bats spawn each round)
Encounter
- If Astarion is in your party when you meet Cazador, a cutscene will play out in which he becomes trapped as part of the ritual. He can be freed using the action.
- Cazador will attempt to complete the ritual to become the Vampire Ascendant. If 3 turns pass without the ritual being interrupted (by freeing Astarion or killing one of the Vampire Spawn) then Cazador will consume them all to become the Vampire Ascendant.
- Cazador will be empowered by from each of the trapped vampire spawn, granting him increased movement speed, temporary hit points, and damage. These sources are represented by lines of red magic on the floor and can be "stolen" by the party if they stand on top of the circles in front of the victims. There are 7 such lines in total and 3 of them provide bonus effects:
Tactics
- In the lead-up to the final confrontation with Cazador, Astarion can be split-off from the party and left way back up the stairs. Then upon descending the stairs with the rest of the party, Cazador will believe Astarion didn't accompany the party and will not entrap him. However, as of Patch 6 if Asterion later joins the fight and Cazador is still alive, the fight will be interrupted by a cut scene and Asterion will be captured. This technique can nonetheless be used to delay the three turn countdown for Cazador's ascendance, and to hold off Asterion's imprisonment until a more manageable time in the battle.
- The narrow stairs make a fantastic choke point for crowd-controlling the mobs with spells early in the fight. Some electricity resistance for the party and there will be little Cazador can do on lower difficulty levels since Call Lightning is the only ranged attack he has. Beware of getting pushed off the edge yourself however.
- Using Sunlight Hypersensitivity (Condition) on Cazador, reverting his mist form and causing 20Radiant at the start of his turn. Keeping Cazador close to a Daylight source can make the fight significantly easier. and similar spells will inflict