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Raphael/Combat

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< Raphael
Revision as of 22:06, 22 July 2024 by 191.255.204.121 (talk) (changed 2d16 to 2d12)
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This page focuses on Raphael's behaviour during his combat encounter. Raphael is able to be fought at the House of Hope, where he is joined by Korrilla, Yurgir and six Vengeful Cambions. His arena also has four Soul Pilllars, which Raphael uses to regain health and cast powerful spells.

Attacks and abilities

Extra initiative

While his tooltip shows +9 initiative, most of it is added through the Soul Pillar dexterity bonuses, which are applied only after combat begins and initiative is rolled. Works only for the fight straight after dialogue and only in regular fiend form. If disengaging and trying to fight again, he'll have full +9 initiative again.

Regular Fiend Form

Action Surge.webp
Consume Souls Consume Souls ()
D6 Healing.png 3d6 (3~18) hit points

Absorb a soul from each Soul Pillar still standing to spend on powerful spells.


Regain 3~18 hit points and restore your Punish Divinity every time you absorb souls in this way.

 Range: 30 m / 100 ft
Recharge: per turn
Scorching Ray.webp
Diabolic Chains Diabolic Chains ()
D6 Fire.png 6d6 (6~36) Damage TypesFire

Spend 2 souls you have consumed to lash out with 3 magmatic chains of Hellfire and possibly push the targets back 5 m / 17 ft.

DEX Save
 Range: 18 m / 60 ft
Fire Bolt.webp
Igniting Spark Igniting Spark ()
D6 Fire.png 6d6 (6~36) Damage TypesFire

Launch a mote of infernal flame to set a target alight and Burn Burn it.

DEX Save
 Range: 18 m / 60 ft
Flame Strike.webp
Incinerate Incinerate ()
D8 Fire.png 8d8 (8~64) Damage TypesFire

Spend 8~64Damage TypesFire damage soul to wreath a target in malevolent flame.

DEX Save
AoE: 3 m / 10 ft (Radius)

Ascended Fiend Form

Claws Imp.webp
Claws Claws ()

Lash out with deadly claws.

 Melee: 1.5 m / 5  ft
Fiendish Ascension.webp
Fiendish Ascension Fiendish Ascension
Harness the energy of a recently shattered Soul Pillar to take on a more powerful infernal form, and consume a new soul for every broken pillar. Each time Raphael transforms he may stay in this heightened aspect for longer.
Recharge: per battle
Multiattack Earth Elemental.webp
Multiattack Multiattack ()
+ +

Aim multiple attacks at a target.

(Tactician) Once per turn, thanks to his cacodemonic power, Multiattack grants Rapharel Action Surge Action Surge, allowing him to Multiattack again.

 Melee: 1.5 m / 5  ft
Fireball.webp
Ravaging Inferno Ravaging Inferno ()
D6 Fire.png 20d6 (20~120) Damage TypesFire

Spend 2 souls to hurl an exploding ball of Hellfire Hellfire that damages all nearby creatures and objects.

Hellfire burns with more fervour than any mortal flame, ignoring Resistance and Immunity to Fire damage.

DEX Save
 Range: 18 m / 60 ft
AoE: 4 m / 13 ft (Radius)
Recharge: per turn

Punish Divinity

Hellish Rebuke.webp
Punish Divinity Punish Divinity ()
After taking Radiant damage, Stun the attacker, allowing you to Drain Drain its hit points.
DEX Save
 Range: 30 m / 100 ft
Vampiric Touch.webp
Soul Drain Soul Drain
D6 Necrotic.png 12d6 (12~72) Damage TypesNecrotic

Drain the life force of an Infernal Stunned Infernal Stunned creature, restoring your hit points by half the damage dealt.

 Range: 18 m / 60 ft

Honour mode

While in Honour mode, Raphael has access to legendary actions, which let him use two additional abilities. He can use legendary actions as many times per round as there are remaining Soul Pillars at the start of the round.

Legendary Action Crowd Control.webp
Beguiling Rebuke Beguiling Rebuke

Try to Beguile Beguile your attacker and its nearby allies.

Creatures charmed in this way cannot attack Raphael.

WIS Save
 Range: 18 m / 60 ft
Legendary Action Utility.webp
Soul Ascension Soul Ascension
D10 Necrotic.png 6d10 (6~60) Damage TypesNecrotic

Create a column of writhing souls that transforms allied Cambions into Hellfire Cambion Hellfire Cambions and deals 6d10Damage TypesNecrotic to any non-fiend caught inside.

Cambions ascended by this cascade deal Hellfire damage, which ignores Resistance and Immunity to Fire damage.

DEX Save
 Range: 18 m / 60 ft

Conditions and passives

Soul Pillar Proximity

Soul Pillar Proximity Soul Pillar Proximity
  • Raphael is surrounded by Soul Pillars, granting Raphael's attacks an additional 1~12Damage TypesFire (per pillar) damage and a +3 (per pillar) bonus to his Dexterity score.
  • This condition stacks for each Soul Pillar still active. At the maximum of four stacks, Raphael will have an additional 4~48Damage TypesFire damage and a +12 bonus to Dexterity checks and saving throws.
  • As this affects his Dexterity score, at the beginning of combat he will have an AC of 27

Soul Charges

Soul Charges Soul Charges
  • Raphael has soul(s) to spend on powerful spells.
  • This condition will recharge when Raphael uses his Consume Souls Consume Souls ability. He gains a charge for each remaining pillar.
  • This condition will also recharge when Raphael uses his Fiendish Ascension Fiendish Ascension ability. He gains a charge for each destroyed pillar.
  • Raphael uses these charges as spell slots.

Ascended Fiend

Ascended Fiend Ascended Fiend
  • Raphael has gorged on souls and enhanced his fiendish powers, granting him an even deadlier array of spells and abilities. In this form, Soul Overcharge Soul Overcharge will not prevent him from using Souls to cast spells.

Soul Reaper

Soul Reaper Soul Reaper

  • When Raphael reduces an enemy's hit points to 0, he Severs the soul from their body.
Severed Soul Severed Soul

Honour mode

While in Honour mode, Raphael has some additional passives, which let him use their associated abilities (see #Honour mode):

Allies

Encounter details

Raphael can be fought in the House of Hope's foyer. The cutscene and ensuing fight only begin once the "Portal to the Devil's Fee" is selected, allowing time for the party to position themselves around the room.

The player may be joined by Hope if they completed Save Hope before confronting Raphael. Yurgir will also join the party if they previously sided with him during the quest Kill Raphael's Old Enemy and completed Break Yurgir's Contract in Act Two; otherwise, he will need to be convinced to switch sides with a DC 30 Persuasion check.

Phase one

This room has four soul pillars which Raphael will use during combat. Each soul pillar gives Raphael:

  • An additional 1~12Damage TypesFire damage and a +3 bonus to DEX checks and saving throws (see #Soul Pillar Proximity)
  • One soul charge, which Raphael uses as spell slots. These are refreshed when he uses his Consume Souls ability, or when he ascends. (See #Soul Charges)
  • 3d6hit points when he uses his Consume Souls Consume Souls ability.


Raphael's Fiendish Ascension ability will let him take on a more powerful form (see the Ascended tab in the info box at the top of this page). He may use this to transform whenever a pillar is broken, and each destroyed pillar will give him another Soul Charge.

Raphael also has the ability to sever souls. If a party member is downed by Raphael during the battle, they will receive the condition Severed Soul, having disadvantage on attack rolls and all ability checks. This debuff can be removed by the party member, by casting Restore Soul Restore Soul on either Raphael or a Soul Pillar -- affected party members automatically gain this ability while they have the Severed Soul condition. The debuff will also be removed if Raphael is defeated.

Phase two

When all soul pillars have been destroyed Raphael will permanently transform into his Ascended Fiend form. When transforming into his fiend form for this final time, the four broken soul pillars will give him four final soul charges.

At this stage, he may use his most powerful attack, Ravaging Inferno, costing 2 soul charges and dealing 20d6 Hellfire damage in a AoE: 4 m / 13 ft (Radius).

He will also now be able to use his Multiattack. This attack does 2d12 slashing, plus his attack modifier, which is +5 while he is in his ascended form. It also grants him Action Surge, so he may use his multiattack again, possibly attacking four times in one round. Once all his soul charges are depleted, Raphael will only be able to use his multiattack.

Tactics

Pre-combat

  • Before fighting Raphael, the restoration faucets in the boudoir can be used to take a pseudo long rest. They can be used to restore spell slots after casting passive buffs, such as Heroes' Feast Heroes' Feast or Freedom of Movement Freedom of Movement. They are not considered a true long rest, so conditions that are removed upon a long rest will remain.
  • Placing Smokepowder Barrels or Runepowder Barrels around each pillar before beginning the fight can help you easily remove Soul Pillars and deal damage during combat.
  • Having The Blood of Lathander equipped and standing near the middle of the room can blind him upon entering combat, via the Lathander's Light passive feature.

During combat

  • It is worthwhile destroying the surrounding Soul Pillars before focusing on Raphael, as he will not only use them for spell casting, but can regain hit points from them each round with Consume Souls. Raphael will also be harder to hit the more pillars are active, as each pillar increases his AC through his DEX score.
    • The pillars are weak to Damage TypesBludgeoning and Damage TypesForce damage.
    • The Orphic Hammer, which is picked up at the House of Hope, may be useful for destroying the pillars.
  • Take care when using Radiant damage against Raphael's cambions, as their Fleeting Protection Fleeting Protection allows Raphael to reflect twice the amount of radiant damage done as Fire damage.
  • Planar Binding Planar Binding is useful here for controlling the cambions.
  • If the party rescued Hope, she will also have available Divine Intervention Divine Intervention and her unique Revoke Guest Status Revoke Guest Status which can be used to permanently eject cambions. Be cautious when casting Divine Intervention Divine Intervention when multiple enemies are affected by Fleeting Protection Fleeting Protection, as the reflected damage will likely kill Hope.
  • Hold Monster Hold Monster is very effective against Raphael since, while the condition ends following his next turn due to his Inevitable Resolve Inevitable Resolve feature, it effectively skips his turn and all damage he takes until he breaks out of it become Critical Hits.

Footnotes