It is a bit weird we get two older threads on Grymforge at the same time. I will pick the latest one.
Personally, I am okay with puzzles in combats. A good D&D game should have them now and then. Perhaps the only thing that can be considered is skill checks to get behind the weaknesses of the construct (the magma weakness should be pretty obvious though). We also had some information about the construct from the various drow notes so it's not quite a metagame. There is of course, the risk that not many players will get that note and that might make the fight a bit of nightmare for them. Perhaps some middle path will be best in that case.
There are a number of ways to defeat Grym: you can either use standard bludgeoning damage or environment (
). You can be quite successful as long as you have patience and one character who can do bludgeoning damage (in my case, it was Shadowheart).
My main criticism on the Grym encounter is that your party does not go on the nearest high ground the moment the lava comes in. The lava is obviously pouring slow enough.
Nere's fight: Another light criticism is that they should nerf the shoving. By the rules, it can not be more than 5 feet. They can modify that based on the roll a bit but right now it is a bit weird. It also seem powerful enough to warrant an action and not a bonus action.
going to only one saving throw to instant death on 0 HP. I hate difficulties that only power up enemies to knowhere...
By the hells, are you a masochist? One of the pros of the 5e is that they made dying a bit more difficult. It can be only me but I prefer powered up enemies to nerfing my own abilities (unless it is plot related)