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Myrkul is the hardest to prepare for as you can't get spotted and can't setup barrels.
If you don't disable the steel Watch Gortash is a slog.
Raphael is very hard if you fight him the intended ways. Nearly lost my honor run to his unique Fireball even when I used barrelmancy, only got him because I hit Hold Monster. when he was the last one.
Some of the other fights later on might be harder in theory, but once you gain access to globe and have access to so many items and high level abilities, they can all be handled with the right team composition and tactics.
Grymforge fight difficulty depends a lot on party composition, or more precisely, what sorts of damage types your party is built for.
Some of us refuse to play that way, of course.
Here is a list of some memorable difficult fights I recall, from easiest to hardest.
Examples:
Regardless of the difficulty, so many enemies cannot support 4 little people, no matter how they are armed, built, there are an absurd number of clouds of blindness per turn. And even more difficult if you take Shadowheart (although I think after the romance scene in act 3 on the beach he stops being afraid of wolves)
Can't I just say to the DM that I want to shove someone?
Sure, there are rules for that.
It requires the Attack action, but for anybody that has the "Extra Attack" feature one can replace one regular attack with one shove (it is not a bonus action). Notably, monsters with Multiattack cannot replace one of the sub-attacks with a shove; e.g. if a hydra wants to shove a player character, it effectively gives up *all* its bite attacks for that turn in order to take the Attack action rather than Multiattack.
The shover needs to be no more than one size smaller than the target, and makes an opposed check -- Strength (Athletics) vs. either Strength (Athletics) or Dexterity (Acrobatics). Failure wastes the attack, while success lets you *either* shove the target prone, or shove them 5' away.
This is actually one of the many reasons my group for table top swapped over to pathfinder 2e where all those actions can play a huge part in combat.
We grew up on second edition and 3.5 and in both anyone who was trained in athletics could shove, trip etc.. as one of their attacks (or do so for free along with the attack if it was a crit, which was also easier to get back then).
Not being able to do that well anymore (since everything has a stupid high save against it) kinda just took what little incentive there was to play a martial and said why bother.
Our current group consists of a giant instinct barbarian, Gunslinger (the 5e version of it was created off the pathfinder one but is basically neutered since all the abilities won't transfer over) a war cleric and a rogue archetyping into primal sorcerer for a limited spell selection of nature themed spells and self polymorph effects (all their druid style transformations use spell slots in the system and what you can turn into scales based off spell slot used)
The groups magic is very limited (practically to healing alone) and even though they are in a world full of it they do fine even though player deaths and considered to be expected (going down is a lot more punishing in PF2e)