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Viconia DeVir/Combat
Overview | Combat |
Mother Superior of Shar | |||||||
Viconia DeVir | |||||||
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Stats | |||||||
Level 11 | |||||||
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Race | |||||||
Type | Humanoid | ||||||
HP | 124; 161TTactician | ||||||
AC | 20 | ||||||
Movement Speed | 9m / 30ft | ||||||
Size | Medium | ||||||
Weight | 75 kg / 150 lbs | ||||||
Initiative | +4 | ||||||
Passive features | |||||||
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Character information | |||||||
Location | Cloister of Sombre Embrace | ||||||
Faction | Shar | ||||||
Experience on kill | 800 | ||||||
This page focuses on Viconia DeVir's behaviour during her combat encounter. Viconia DeVir is able to be fought in the Cloister of Sombre Embrace, which is found under the House of Grief in the Lower City. She is joined by the members of her flock.
Attacks and abilities
Viconia fights like a level 11 Cleric, capable of casting spells up to level 6 and possessing two Channel Divinity charges.
- Channel Divinity using
Mapping of the Heart spells
- Mapping of the Heart - applies a specialized debuff depending on the character's responses to the
- and an additional condition depending on the character's response to "What is your greatest fear?" during the Mapping of the Heart. Cast against the same target as . Two variations have additional effects that buff the Sharrans:
- Shadowheart if she sat on the bench in the House of Grief, this ability polymorphs Viconia and two allies into wolves.
- applies - Shadowheart if she sat on the bench in the House of Grief, this ability polymorphs Viconia and two allies into wolves.
Conditions and passives
Regain 7d8 (7~56) hit points every time you use your Channel Divinity.
Passives
Viconia's armour and weapons grant her a few passives and boosts:
- Handmaiden's Mace
- Set the wearer's Strength score to 18
Allies
Viconia DeVir can be fought in the Cloister of Sombre Embrace. She is joined by eighteen other Sharrans:
- Two Justiciar Crusaders; Owltalon and Nightmist
- Five Sharran Fidelians; Gloommask, Lamnoa, Hyrald, Uttermmask and Gydd
- Ten Sharran Novices
- One Sentry Fredrichk
If Shadowheart is a Dark Justiciar, she can convince some of the Sharrans to fight alongside the party.
Tactics
If fought, Viconia is one of the more difficult opponents in the game. She is continuously affected by the conditions and and begins the battle under the effect of . She has a high initiative bonus and will begin her first turn using on the character who underwent the Mapping of the Heart, followed by on the same target, crippling one character with a series of debuffs. Of the several variations of Mapped Terror, is potentially the worst, fully locking down one character for at least two turns with a Stun-like effect.
The easiest way around the Mapping abilities is also the most obvious: don't do the Mapping of the Heart. Avoiding the Mapping can be done by leaving Shadowheart at Camp and passing a DC Investigation 20 check to reveal a button that unlocks the entrance to the Cloister. Without the Mapping completed, Viconia cannot use or .
Viconia herself is a capable striker thanks to the strength bonus from her Handmaiden's Mace, application of , and potential guaranteed crits from . Disarming her can be useful, but she will still have many powerful spells to fall back on.
The Sharrans possess overwhelming strength in numbers. She is supported by almost twenty allies including two powerful Justiciar Crusaders and four Sharran Fidelian mages. All of her allies are capable of controlling the arena with and casting synergistic spells like . All possess the passive, allowing them to deal massive Necrotic damage to the party; they also liberally use to prevent healing.
and crowd control are the surest ways to increase survivability, as the lion's share of damage inflicted upon the party will come from damage riders tagging onto every ability the Sharrans use. Sources of Darkvision and/or immunity to Blind are necessary for melee strikers to wade through the clouds of . The Crusaders, Nightmist and Owltalon, are second only to Viconia in power and are great targets for or .
Counterintuitively, this is an potentially an excellent battle to use a Cleric's , specifically in conjunction with , The Blood of Lathander, or a similar effect. The enormous radius and large radiant damage will wipe many weaker Novices out of the initiative order; triggering will surely kill the caster, but upon revival the cleric will have rejuvenated their actions, effectively giving them an extra turn.
Trivia
- The bestial polymorphs from Druid's Wild Shape, with the polymorphed creature returning to their original form after the beast's hit points are depleted. and are illusory, and thus not targetable with . They also function like a