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Cazador Szarr/Combat

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< Cazador Szarr
Revision as of 21:05, 1 June 2024 by Ankoria (talk | contribs) (Moved info from Tactics to Encounter subsection. Tactics section is more about 'how' to win the fight rather than 'what' happens in it.)
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This page focuses on Cazador's behavior during turn-based combat gameplay.


Attacks and abilities

Blight.webp
Blight Blight ()   –  Woe
D8 Necrotic.png 8d8 (8~64) Damage TypesNecrotic
Deals 8d8Damage TypesNecrotic to a target. Plants take maximum damage from this spell, and have Disadvantage Icon.png Disadvantage on the Saving throw against it.
CON Save
 Range: 9 m / 30 ft
Call Lightning.webp
Call Lightning Call Lightning ()
D10 Lightning.png 3d10 (3~30) Damage TypesLightning
Call down lightning to hit all targets within range and its area of effect for 3d10Damage TypesLightning damage. Then for 10 turns, you can call down lightning again without expending a spell slot.
DEX Save
 Range: 18 m / 60 ft
AoE: 2 m / 7 ft (Radius)
Fly.webp
Fly Fly ()
Fly to a target position
 Range: 18 m / 60 ft
Gaseous Form.webp
Misty Escape Misty Escape ()

Transform into a tiny mist cloud. It can't fall, and fits through small openings. It is very hard to damage.

The cloud has Advantage Icon.png Advantage on Constitution, Dexterity and Strength Saving Throws.

Enough, Wretches!

When Cazador reaches low enough health, he will use Enough, Wretches!, and switch to physical attacks.

Generic Utility.webp
Enough, Wretches! Enough, Wretches!
Cazador switches from spells to savage melee attacks.
Multiattack Earth Elemental.webp
Multiattack Multiattack ()
+
The target must be Blood-Sapped Blood-Sapped.
 Melee: 1.5 m / 5  ft

Claws

Tactician mode

Gaseous Form.webp
Potent Misty Escape Potent Misty Escape ()
Transform into a tiny mist cloud. It can't fall, and fits through small openings. It is very hard to damage. Foes within 4 m / 13 ft of the cloud may be Blinded Blinded and take 3d6Damage TypesNecrotic at the start of Cazador's turn. The cloud has Advantage on Constitution, Dexterity, and Strength Saving Throws.

Honour mode

Legendary Action Offensive.webp
Vampiric Swarm Vampiric Swarm
D12 Piercing.png 12d12 (12~144) Damage TypesPiercing
Call forth a swarm of vampire bats. Targets are pushed backwards 7 m / 23 ft and may become Swarmed Swarmed.
DEX Save
 Range: 10 m / 33 ft
AoE: 5 m / 16 ft (Cube)

Allies

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 Help Help 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 7 Ritual Sources Ritual Sources from each of the trapped vampire spawn, granting him 1m/3ft of movement speed, 10 temporary hit points, and 1~10 Necrotic damage per trapped spawn. 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 magic circles in front of the vampire spawn. 3 of them provide additional bonus effects:
    • Ritual Drain Astarion: Gain an additional bonus action
    • Ritual Drain Violet: Gain +5 AC
    • Ritual Drain Yousen: Heal for 2d8hit points each turn
  • Cazador will always upcast Call Lightning Call Lightning to level 5.

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 Astarion 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.
  • If Astarion is captured as part of the ritual, it is imperative to free him ASAP so that Cazador doesn't kill him and become the Vampire Ascendant. Using Dash Dash and Misty Step Misty Step can allow allies to reach him within a single turn so they can free him with Help Help on the next turn. Alternatively a party member could use Dimension Door Dimension Door to transport an ally (even Scratch!) across the room, and this second ally can free Asterion that same turn.
  • The narrow stairway is a fantastic choke point for crowd-controlling the mobs with spells early in the fight. Some lightning 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 Daylight Daylight or similar effects will impose Sunlight Hypersensitivity Sunlight Hypersensitivity on Cazador, reverting his mist form and causing 20Damage TypesRadiant at the start of his turn. Keeping Cazador close to a Daylight source will make the fight significantly easier.
  • Summons are very effective in this fight since they give you more bodies to block Cazador's Ritual Sources Ritual Sources. Even something as simple as a Spiritual Weapon Spiritual Weapon can be used to block one of the ritual sources.
  • The 10 temporary hit points provided by Ritual Sources Ritual Sources can be refreshed by walking off of and back onto the magic circles.