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Auntie Ethel/Combat
Sister of the Seeing Pearl | |||||||
Auntie Ethel | |||||||
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Stats | |||||||
Level 5 | |||||||
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Race | [[Fey|Fey]] | ||||||
Type | Fey | ||||||
HP | 112; 145TTactician | ||||||
AC | 17 | ||||||
Movement Speed | 9m / 30ft | ||||||
Size | Medium | ||||||
Weight | 75kg / 150lbs | ||||||
Proficiency Bonus | +3 | ||||||
Initiative | +7 | ||||||
Passive features | |||||||
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Character information | |||||||
Location | Riverside Teahouse Overgrown Tunnel | ||||||
Additional information | |||||||
Voice actor | Rena Valeh | ||||||
Hag Model | |||||||
Spoiler warning: The following content contains unhidden spoilers for Act 1. |
Overview | Combat |
This page focuses on Auntie Ethel's behavior during her combat encounter, and tactics for overcoming her. She can be fought as a boss in the Riverside Teahouse in the Sunlit Wetlands if you choose to meddle in her affairs.
Auntie Ethel can be encountered again as a boss in Act 3 within The Blushing Mermaid.
Attacks and abilities
[[Melee: 1.5 m / 5 ft
Action]] If aggroed in the teahouse
Tactics
Fight in the Teahouse
Ethel can be attacked in her human form in the Riverside Teahouse, though she will try to make this encounter as brief as possible. Alert gives her a high chance of going first and prevents preemptive strikes, and she will flee through her fireplace using Break Illusion in the first two turns; if out of range, she will defend herself with Protection from Evil and Good and Vicious Mockery. Attempting to destroy her here, then, requires bringing her hit points to zero often before she can take a single action – all while hostile Redcaps are coming through her front door.
Arcane lock work on fireplace???
She may further attempt to evade aggression by drinking a Potion of Invisibility; this can be thwarted by pickpocketing or purchasing it from her in conversation.
Fight in the Overgrown Tunnel
The first turns of the Auntie Ethel fight are deterministic. Unless the player launches a preemptive strike from Flammable Slime Bomb on Mayrina's suspended cage.
, Auntie Ethel will initiate combat through dialogue when approaching in her lair. Her first turn in combat, when started this way, will always be aIf the player had previously killed or incapacitated her Mask servants (i.e. Mask of Regret), she spends a turn summoning them to her side as allies. If they were already dealt with, she casts instead. Following these opening moves, the midgame of the fight begins.
Midgame tactics
Each clone of Auntie Ethel summoned by
functions as a duplicate of the hag, having all of her magical abilities but lacking the bombs in her inventory and capable of being dispelled in a single blow. Necessarily, they also cannot summon additional clones of themselves. If they are all defeated, Ethel can refresh their supply with - this time, however, the original hag will be invisible rather than in the mix of illusions, and the number of illusions summoned can vary.Next on the smorgasbord of trickery is
, a wily illusion where she teleports Mayrina into her proximity and adopts her appearance. Distinguishing between the two requires a careful examination of the two's statistics, looking for key differences that reveal the true victim.When not playing mind games, she barrages the party with poison damage via Poisonous Slime Bombs. She mixes in melee and the cantrip - two attacks she falls back on when out of grenades and spell slots.
and her limited supply ofEndgame
When brought down to 10% health or lower, when she takes her next turn, Auntie Ethel will bargain for her life in exchange for a piece of Auntie Ethel's Hair. She will not do anything else on this turn; if the party declines her offer or fails a conversation ability check, the turn will immediately pass to the next character, allowing the hag to be rapidly dispatched. Any surviving Masks become docile on her death.
Honour mode
Auntie Ethel gains Honour mode, punishing the player for casting spells by multiplying Ethel's presence with more illusory copies.
onAct Three
new character box needed for act 3 stats?