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Burz: If you camp in his spot and get attacked, Burz may run into the aisle to fight and stay there. There is no reset. The only chance to escape is waiting for another encounter and hope for a better position.
Antone: As you described. In principle, Braffit, Anna, Lorrac can have the same effect, but Braffit is visited quite seldom by monsters (but I saw it happen a couple of times), and Anna / Lorrac test each combat round against "run for their lives", so it is unlikely they block something. He'Li is too far inside, I never saw it happen she moved her position except once.
Trynton: By far the worst spot. Trynnie NPCs can push your party from the aisles down the tree, where the railing is missing, or can squeeze the party into places they can never leave again without a Portal. The Trynnies in the Pagoda room with the Rapax can run outside and stay there, if the battle is ended. Also some pools do not offer an escape. The area is simply not designed carefully enough.
Marten's Bluff: Z'Ant and Sadok are also able to block spots temporarily, but there is always enough enemy traffic going on to get them moved by itself. A party typically already has 1 or 2 portals at this stage, which resolves the problem completely, except for doing some walking depending of the situation.