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→Combat Tactics: added more info about the using the forge
m (→Abilities: Added Seismic Wrath ability) |
m (→Combat Tactics: added more info about the using the forge) |
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New Resistances when superheated:{{Resistance|Slashing|Double}}{{Resistance|Piercing|Double}}{{Resistance|Bludgeoning|Vulnerable}}{{Resistance|Acid|Double}}{{Resistance|Thunder|Double}}{{Resistance|Necrotic|Immune}}{{Resistance|Fire|Immune}}{{Resistance|Lightning|Immune}}{{Resistance|Cold|Double}}{{Resistance|Psychic|Immune}}{{Resistance|Poison|Immune}}{{Resistance|Radiant|Immune}}{{Resistance|Force|Double}} | New Resistances when superheated:{{Resistance|Slashing|Double}}{{Resistance|Piercing|Double}}{{Resistance|Bludgeoning|Vulnerable}}{{Resistance|Acid|Double}}{{Resistance|Thunder|Double}}{{Resistance|Necrotic|Immune}}{{Resistance|Fire|Immune}}{{Resistance|Lightning|Immune}}{{Resistance|Cold|Double}}{{Resistance|Psychic|Immune}}{{Resistance|Poison|Immune}}{{Resistance|Radiant|Immune}}{{Resistance|Force|Double}} | ||
Grym's [[Vengeful Guardian]] passive causes it to gain the condition [[Threat Assessment]] when attacked which will then mark the attacker with [[Prime Target]]. Grym will then chase and attack the creature, which can be utilised to lure the golem into lava - or even beneath the hammer of the [[The Adamantine Forge]] itself. Pulling the forge lever while Grym is standing on the central anvil will hammer it for | Grym's [[Vengeful Guardian]] passive causes it to gain the condition [[Threat Assessment]] when attacked which will then mark the attacker with [[Prime Target]]. Grym will then chase and attack the creature, which can be utilised to lure the golem into lava - or even beneath the hammer of the [[The Adamantine Forge]] itself. Pulling the forge lever while Grym is standing on the central anvil, and is superheated, will hammer it for 2x | ||
{{DamageInfo|12d8|double weapon|type=Bludgeoning}} | |||
and knock it [[Prone (Condition)|Prone]]. However, using the forge to damage Grym immediately removes Grym's [[Superheated (Condition)|Superheated]] condition and can even summon a group of [[Magma Mephit]]s. Hammering Grym while not superheated will knock it prone but will do no damage and might still summon the Magma Mephits. Regardless of your approach, keep at least one party member by the lava valve, since the lava will recede after two turns, making the golem invincible again. | |||
Before the fight it is wise to spread out your party, placing your casters in the back and melee up front near the gate where Grym will appear. Using elixirs such [[Elixir of Hill Giant Strength]] and [[Elixir of the Colossus]] will give a notable boost for your melee fighters. Before turning the valve, ensure all party members are standing on raised areas and enter Turn-Based Mode to prepare additional short duration buffs. It is almost a must to give one of your melee characters [[Haste]] for the extra attack and added [[Armour Class|AC]]. Applying weapon oils such as the [[Oil of Accuracy]] helps boost your [[Attack Roll]]s high enough to more easily beat Grym's high [[Armour Class|AC]]. Lastly, ensure you use weapons that deal {{DamageType|Bludgeoning}} damage to exploit Grym's vulnerability. | Before the fight it is wise to spread out your party, placing your casters in the back and melee up front near the gate where Grym will appear. Using elixirs such [[Elixir of Hill Giant Strength]] and [[Elixir of the Colossus]] will give a notable boost for your melee fighters. Before turning the valve, ensure all party members are standing on raised areas and enter Turn-Based Mode to prepare additional short duration buffs. It is almost a must to give one of your melee characters [[Haste]] for the extra attack and added [[Armour Class|AC]]. Applying weapon oils such as the [[Oil of Accuracy]] helps boost your [[Attack Roll]]s high enough to more easily beat Grym's high [[Armour Class|AC]]. Lastly, ensure you use weapons that deal {{DamageType|Bludgeoning}} damage to exploit Grym's vulnerability. |