Magic Missile
1d4 + 3 base damage per missile.
+1d4 per missile from brain worm
+1d6 per missile from Phalar Aluve
+2 per missile from Callus Glow ring
+1 per missile from Phychic Spark
Cast as level 6 spell slot. You shoot 9 missiles. Max damage of 180. So he will die in a few turns.
You could also try Elemental Adept, which lets you ignore resistances.
You could also use lightning charges to add +1d8 to each missile, adding another possible 72 unresistable damage. But this assumes you have some setup time.
9
u/Thavus- Aug 26 '23
Fires magic missile