The dangerous weaver of magic known as the Larva Mage is one of the main bosses of the (D&D) DLC for , and can be a challenging fight due to their unpredictable spells. A figure you question and could even take a deal from at the end of Chapter 4, this summoner has minions ready to fight with them. The battle that takes place deep unground may pose a great obstacle to you or your party.
This boss fight comes at the end of the Chapter in the story of this DLC, after already defeating other foes such as the Juggernaut and Nabassu demon. While having a full party of characters gives you the best chance to take on all the Mage's minions, the Barbarian class is the most effective if you are adventuring alone. Out of every class specialization available, this one has the best defense to deal with the boss' magic.
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Defeating the Larva Mage boils down to avoiding their debuff spells, taking down their minions quickly, and staying close to the boss to deal lots of damage. There are four servants of the boss that run to attack you immediately once the battle starts in. Try to use an Area of Effect (AoE) spell like Fireball to deal a lot of damage to these enemies quickly to make them go down fast, letting you focus entirely on the Mage.
The monsters in the DLC thrown at you as the Mage's minions are cultists of sorts who only wield daggers, making them unable to hurt your character if you stay far enough away.
The boss has a variety of spells they cast on your character in, which you are able to see as the Mage's right hand glows blue right before they use magic. The effects of these spells range from slowing down your character, causing a distortion effect that confuses
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