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let's analyze all the points you made.
Core difficulty: Like all the other difficulties only affect how hard the game is in terms of singular enemies stats and abilities. It doesn't change the game mechanics. This game was built with RTWP as it's MAIN mechanic, meaning they had to bend/ignore/break a lot of the original game rules to make it work. The cave encounter is a clear example of that.
Targeting: When enemies spawn, they auto-target the MC because, by default, it is the one who started the encounter. You can verify this is happening after every ambush/cutscene. On top of this, Gargoyles target good guys, that is why having Ember is a liability in that cave, same for every other good character.
How to do it?...here's how.
1. Try to make a party of non-good companions. I went back to camp and left both Seelah and Ember, and picked up Daeran/Woljif after 2-3 hours of wipes. So if your MC is good, you know he will always be targeted and you can focus protecting him and you can ignore your other companions who will never get hit
2. Depends on what kind of MC you have. If you have a Tank, this fight is A LOT easier. But you wouldn't be here if that was the case. So buff it with every defensive thing you can think of ( armor, shield, deflection, natural blur, displacement, stone skin, reduce person, invisibility. false life, animal enhancement stats, maybe even a polymorph to pump it up even more) and put it on the right corner...VERY far away, so that when gargoyles will go for him, they will need 2 turns to kill. 1 to walk 1 to attack, giving your party time to kill them
3. If the strategy above didn't work (and it should work), you can buy a scroll of Dimension Door Mass, and teleport over the ravine on the left, leaving regill and yaker alone to kill the gargoyles. They will take around 10 minutes..less if you come back to help them after 3-4.
I had a huuuuuge problem when I tried doing this encounter with a Kineticist, with Seelah and Ember in party.......it was impossible to do it. After removing both Seelah and Ember for Daeran/Wojif, the fight became A LOT easier. Still I finished it with my MC unconscious, who managed to shoot a couple of bolts before getting taken down but i did it.
Remember Freedom of Movement scrolls and you should be fine
UPDATE:
On level. Everyone on higher difficulties reach this fight at level 7 usually, that is by clearing everything on Act 1 and (useful but not required), cheesing prologue with Active Companions exp. You're on core tho, meaning you as level 6 receive half damage compared to everyone doing that fight on Unfair, and hitting the enemies is a lot easier. So level 6 is good enough
So, a bit of your 1 and mostly 2.
Ulbrig is still good, but he has enough HP to survive a lot of hits, especially on non-Unfair difficulties.
Just a warning for the future since it looks like you're missing an important info
Flying enemies ignore ground based effects. Usually everyone with wings. There are exceptions like Nabasu and Incubus, who have wings just for show. This is another reason why that fight is really hard.
When cheesing going over the ledge is not enough...we shoot fireballs for Cheese^2
I would try to level up to 7. Mirror image, displacement, blur, and hp/ac/constitution buffs will help your mcs survivability. I believe boneshaker targets fortitude saves so buffing that save will help. Wilcer Garms also sells bracers that give 2 to ac attack and damage vs flying enemies.
If I recall correctly gargoyle will saves are low. Hideous laughter, glitterdust, and slumber target will saves. If you buff embers charisma before the fight you can add a few dc to her slumber hex.
Have fun in leper's Smile
That is really...HELL
It's kind of sad that this is the mechanism to make the game difficult, cheating the RPG system. Any DM that would have done that shtick too many time would have found himself unemployed.
I dont mind it... I actually like it a bit.... just finished call of memory quest with the whole wave thing actually... saw first wave with a succubus who spawned in and tried to dominate nenio but failed so I had sosiel use communal protection from evil his next turn.... defeated that wave and more showed up and half of em kept trying to dominate my characters who were immune lol...
also as for if a DM did something like that to me in tabletop... well... tables turn... ive had a DM one time rule that glitterdust blindness effect was permanent unless you had remove blindness or something... and I was a sorcerer so just said "you sure about that".... he doubled down so next level I picked that spell and used it heavily next time round... he was one of those that never liked spontaneous spellcasters and only really played as prepared casters... so the look on his face after asking me how many I had prepared and me telling him that I can turn all my spells from level 2 and up with heighten to glitterdust was just priceless... think that game I was also a mystic theurge and was just burning my divine slots for the spell first before using sorcerer slots...
he apologized not long after that session... :P
it is not designed with roleplaying in mind. The enemies don't target based on roleplaying but based on out of character knowledge and metagaming and the player is expected to make metagame desicisions instead of roleplaying decisions.
!!!
While I do enjoy the game and the challenging battles are part of that - the enormous satisfaction of conquering Drezen, for instance - too many battles could not be won without reading the enemies character sheet first. Even casual random encounters on the early game. You don't have access to their character sheets on tabletop RPG. The difficulty level should allow you some experimentation in most of the fights besides the boss fights. Here if you experiment you usually have to reload.