

Sentries don't hit as hard as either of their fellow Act I Elites, but compensates by shuffling a bunch of Dazes into your discard pile.And if you try to block? It has an ability that raises its Strength for every Skill card you use. Not only does it hit hard from the jump, but it'll also constantly make you vulnerable in order to hit you even harder. Gremlin Nob is also a potential run-ender, especially on Ascension.

The one mercy you're given is that Lagavulin starts asleep until it loses HP or three turns have passed, giving you time to prepare Powers and buffs/debuffs but if you encounter it during the "Dead Adventurer" event, it's awake from the get-go. Unless you got particularly lucky with your card choices (or you're playing as Silent and you poison/block it to death), prepare to have your life get slashed in half from this fight alone. Dealing 18 damage two turns in a row is already rather dangerous (and that's its base strength, not taking Ascension bonuses into account), but every third turn, it reduces your Strength and Dexterity by one, so playing a long defensive game is discouraged even further.

This track only plays during the event of the same name in Act 3. Mind Bloom, a Dark Reprise of The Guardian Emerges, the first boss theme.Awesome Music: The Heart, which plays during the fight with the True Final Boss.
