5E: Converting AD&D Monsters to Fifth Edition

Cleon

Legend
Baalphegor
Medium fiend (devil), lawful evil
Armor Class 20 (natural armor)
Hit Points 345 (30d8 + 210)
Speed 40 ft., fly 60 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
19 (+4)​
21 (+5)​
24 (+7)​
28 (+9)​
24 (+7)​
27 (+8)​

Saving Throws DEX +12, CON +14, WIS +14, CHA +15
Skills Deception +15, Insight +16, Intimidation +15, Investigation +16
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities cold, fire, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 17
Languages All, telepathy 120 ft.
Challenge 23 (50,000 XP) Proficiency Bonus +7

Legendary Resistance (3/Day). If Baalphegor fails a saving throw, she can choose to succeed instead.

Magic Resistance. Baalphegor has advantage on saving throws against spells and other magical effects.

Magic Weapons. Baalphegor's weapon attacks are magical.

Innate Spellcasting. Baalphegor's innate spellcasting ability is Charisma (spell save DC 23). Baalphegor can innately cast the following spells, requiring no material components.
  • At will: charm person, detect magic, pyrotechnics (4d8 damage), suggestion
  • 3/day each: dispel magic, lightning bolt (5th level spell slot for 10d6 lightning damage)
  • 1/day each: chain lightning, finger of death, heal (self or by touch only), symbol (of stunning)
Beguiling Aura. In her natural form, Baalphegor's voice and appearance are bewitchingly beautiful. Any creature that is not a celestial, construct, fiend or undead within 60 feet of Baalphegor that can see or hear her must succeed on a DC 23 Wisdom saving throw or be charmed as long as Baalphegor remains within range and is visible or audible.
 A charmed target has disadvantage on saving throws against Baalphegor's powers of Devilish Mockery, Twisting Words and suggestion.
 While charmed, a target will try to stay within range of the aura, following Baalphegor by the most direct route available. They don't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage, the target can repeat the saving throw. The target can also repeat the saving throw once every hour. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to Baalphegor's Beguiling Aura for the next 24 hours.

Regeneration. Baalphegor regains 10 hit points at the start of her turn. If she takes radiant damage, this trait does not function at the start of her turn. Baalphegor dies only at the start of her turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. Baalphegor makes three melee attacks: two with her rapier and one with her tail. She can use devilish mockery, fiery eyes or twisting words in place of either or both of her rapier attacks.

Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) force damage plus 22 (4d10) necrotic damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or the target's Strength score is reduced by 1d4 and their Dexterity score is reduced by 1d6. The target dies if this reduces its Strength to 0 and becomes paralyzed if their Dexterity is reduced to 0. Otherwise, the effects last until the target finished a short or long rest. Both reductions can be removed by the greater restoration spell or similar magic.

Tail. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) force damage plus 22 (4d10) poison damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target is slowed as if affected by a slow spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Teleport. Baalphegor teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

Bonus Actions

Devilish Mockery. Baalphegor speaks to a target within 60 feet. If the target can hear Baalphegor, it must succeed on a DC 23 Wisdom saving throw or take 21 (6d6) psychic damage and be frightened until the end of its next turn.

Fiery Eyes. Baalphegor's eyes flash with flame as she glares at a creature within 300 feet. If the target can see Baalpheror, it must succeed at a DC 23 Constitution saving throw or take 13 (2d12) fire damage and be blinded until the end of its next turn. Creatures with resistance or immunity to either fire damage or radiant damage cannot be blinded by Baalphegor's Fiery Eyes.

Twisting Words. Baalphegor speaks to a creature that is charmed by her Beguiling Aura. The target must succeed on a DC 23 Charisma saving throw or follow Baalphegor's commands until the end of its next turn. The target ignores suicidal or self-destructive orders but does its best to obey any other command. If the creature has no orders to follow, it defends and preserves itself to the best of its ability. Each time the target takes damage, the target can repeat the saving throw. If the saving throw is successful, the effect ends on it. A creature that succeeds on the saving throw is immune to Baalphegor's Beguiling Aura and Twisting Words for 24 hours.

Legendary Actions

Baalphegor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Baalphegor regains spent legendary actions at the start of her turn.

Diabolical Travel (Costs 2 Actions). Baalphegor uses Teleport.

Fiendish Invective (Costs 2 Actions). Baalphegor uses Devilish Mockery or Twisting Words.

Infernal Gaze. Baalphegor uses Fiery Eyes.

Summon Devils (Costs 3 Actions). Baalphegor summons allied devils, either 1 horned devil or 1d4+1 spined devils. The summoned devils appear in unoccupied spaces within 60 feet that Baalphegor can see. A summoned devil remains until it or Baalphegor dies, or until it's dismissed as an action. Baalphegor can dismiss any number of her summoned underlings with the same action.


Description

Baalphegor is a unique devil who appears as a young female human apart from her petite leathery wings, ruby red eyes, and a long slim tail tipped with a fork. Unlike many devils, Baalphegor does not have hoofed feet. She is extremely attractive, with sleek curves, cinnamon brown skin and a voice like musical honey. Baalphegor normally has a carefree demeanor with a gentle voice that is insidiously persuasive. If she becomes angry or belligerent, Baalphegor's eyes flash blinding fire and her words can cut like a whip.
Mistress of Mephistar. Baalphegor is a Princess of Hell and consort to Mephistopheles, the arch-devil who rules Caina, the 8th circle of Hell. She is a master politician and diplomat who developed many subtle and effective stratagems for the Nine Hells. Her spouse Mephistopheles and overlord Asmodeus each hold Baalphegor in high regard as one of their most valuable assets while she somehow manages to look devoted to both while remaining impartial. Her true desires or ambition may be a mystery even to those arch-devils.
 Baalphegor spends most of her time in Mephistar, the iron capital of Caina, helping Mephistopheles rule that icy realm. Mephistar has a staff of horned devil and spined devil who will eagerly answer calls for assistance from Baalphegor.

(Originally appeared in Dragon Magazine #76 (August 1984) as part of "The Nine Hells, Part II" by Ed Greenwood.)
 
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Cleon

Legend
Okay, the latest D&D Beyond Version has some wrong numbers in Saving Throws, Skills and passive Perception, mostly due to ability changes that didn't carry over.

I expect there are a fair few DCs later on that are similarly affected, but I haven't got to the powers yet.

There's a "he" in Legendary Resistance that should be a "she" and an Adonides in Innate Spellcasting.

Didn't have time to type up all the Traits. That'll have to wait for later.

Ciao!
 

Casimir Liber

Adventurer
Right - typos fixed - will paste words if that helps...

Legendary Resistance (3/Day). If Baalphegor fails a saving throw, she can choose to succeed instead.

Magic Resistance. Baalphegor has advantage on saving throws against spells and other magical effects.

Magic Weapons. Baalphegor's weapon attacks are magical.

Innate Spellcasting. Baalphegor's spellcasting ability is Charisma (spell save DC 23). Baalphegor can innately cast the following spells, requiring no material components:

At will: charm person, detect magic, pyrotechnics (4d8 damage), suggestion

3/day each: dispel magic, lightning bolt (5th level spell slot for 10d6 lightning damage)

1/day each: chain lightning, heal (self or by touch only), symbol (of stunning)


ACTIONS

Multiattack. Baalphegor attacks three times with her rapier, or twice with her rapier and once with twisting words

Rapier. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) force damage plus 22 (4d10) poison damage. Creatures must make a successful DC xx CON roll or be poisoned for one minute (save at the end of each succeeding round).

Teleport. Baalphegor teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Twisting Words. Baalphegor targets one creature she can see within 60 feet of her. The target must succeed on a DC 23 Charisma saving throw or become charmed by Baalphegor for 1 minute. The charmed target can repeat the saving throw if Baalphegor deals any damage to it. A creature that succeeds on the saving throw is immune to Baalphegor’s Twisting Words for 24 hours.

Bonus Actions
Beguile. Baalphegor targets one creature she can see within 30 feet of them and who can see her. The target must succeed at a DC 23 Wisdom saving throw or become charmed until the start of their next turn. A charmed target uses their reaction, if available, to move up to their speed to a location chosen by Baalphegor, then either makes a melee attack against a target of Baalphegor’s choice or falls prone (Baalphegor’s choice). On a successful save, the creature is immune to Baalphegor's Beguile [and Beguiling Aura?] for the next 24 hours.
Devilish Mockery. Baalphegor speaks to a target within 60 feet. If the target can hear Baalphegor, it must succeed on a DC 23 Wisdom saving throw or take 21 (6d6) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Legendary Actions
Fiendish Invective (Costs 2 Actions). Baalphegor uses Devilish Mockery.
Corrupting Guidance. Baalphegor uses Beguile or Twisting Words.
Summon Devil(s) (Costs 3 Actions). Baalphegor magically summons either an ice devil with an ice spear, or 1d2 horned devils. The devils appear in an unoccupied space within 60 feet of Baalphegor, acting as her ally, and can summon other devils if they have such power. The devils remain until Baalphegor dies or until she dismisses them as an action.
 

Cleon

Legend
Right - typos fixed - will paste words if that helps...

Legendary Resistance (3/Day). If Baalphegor fails a saving throw, she can choose to succeed instead.

Magic Resistance. Baalphegor has advantage on saving throws against spells and other magical effects.

Magic Weapons. Baalphegor's weapon attacks are magical.

Innate Spellcasting. Baalphegor's spellcasting ability is Charisma (spell save DC 23). Baalphegor can innately cast the following spells, requiring no material components:

At will: charm person, detect magic, pyrotechnics (4d8 damage), suggestion

3/day each: dispel magic, lightning bolt (5th level spell slot for 10d6 lightning damage)

1/day each: chain lightning, heal (self or by touch only), symbol (of stunning)

Okay, the above looks fine.

Her Special Traits are missing a Beguiling Aura though, which is [questionably?] inserted into one of her Legendary Abilities.

Come to think of it, her original version had finger of death as a 1/day spell-like power so she should have something like that.

Also, shouldn't she have Regeneration? The AD&D version could regenerate.

Rapier. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) force damage plus 22 (4d10) poison damage. Creatures must make a successful DC xx CON roll or be poisoned for one minute (save at the end of each succeeding round).

She's Medium size, so surely it'd be 5 ft. reach?

If she produces the poison herself, I guess it's CON-based so would be DC 22.

Also, the conventional wording would be:

Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) force damage plus 22 (4d10) poison damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.​

Hmm, this is looking a bit wishy-washy for a Challenge 21 opponent.

Plugging in the numbers so far and Ballphegor comes to Challenge 19…

Hold on, I forgot to include the Devilish Mockery damage, which she can potentially do twice…

…that does make it Challenge 21 or 22 depending on what Attack Bonus/Save DC one plugs in. It doesn't fit the CR Calculator very well because the STR-based Attack Bonus (+12) is way lower than the CHA-based Save DC (DC 23).

One solution would be increasing the Attack Bonus and DEX a bit. If she was DEX 26 (+8) for a Rapier Melee Attack of +15 that'd be in line with Challenge 21 IF we reduced the damage of Devilish Mockery considerably Or Challenge 22 with the current 6d6 Devilish Mockery damage.

Another idea is jazzing up the effects of the rapier a bit. If victim's of her rapier were, say, slowed while poisoned that'd make it considerable more effective.

Alternatively, give her other options as well as Twisting Words.

Baalphegor's original flavour text says "when angered her light voice can crack like a whip, and her eyes flash fire" so how about making that a literal attack, i.e.:?

Multiattack #2. Baalphegor makes three rapier attacks. She can use fiery eyes, twisting words or voice whip in place of any of her rapier attacks.​

Expanding on that, you could change the Rapier and have it do piercing and force damage and shift the poison with special effect to her forked tail, like so.

Multiattack #3. Baalphegor makes three melee attacks: two with her rapier and one with her tail. She can use fiery eyes, twisting words or voice whip in place of either or both rapier attacks.​
Rapier. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 22 (4d10) force damage.​
Tail. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 22 (4d10) poison damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target is slowed as if affected by the slow spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.​
Fiery Eyes. ???.​
Twisting Words. ???.​
Voice Whip. ???.​

Come to think of it, it's a bit redundant to have Devilish Mockery AND Voice Whip. Better to have one or the other, maybe just dropping the Voice Whip idea and replacing it with a lower-damaged Mockery. e.g.:

Multiattack #4. Baalphegor makes three melee attacks: two with her rapier and one with her tail. She can use devilish mockery, fiery eyes or twisting words in place of either or both of her rapier attacks.​

Also thinking the Beguile/Twisting Words/Corrupting Guidance/Devilish Mockery collection might do with some simplification.
 
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Casimir Liber

Adventurer
Ok - added regeneration 10pts/rd, added finger of death, gone with Multiattack #4 "Baalphegor makes three melee attacks: two with her rapier and one with her tail. She can use devilish mockery, fiery eyes or twisting words in place of either or both of her rapier attacks."

I like the idea of rapier causing slow as slow is such a powerful spell. I had very poor internet access last weekend hence delay in replying :(
 

Cleon

Legend
Ok - added regeneration 10pts/rd, added finger of death, gone with Multiattack #4 "Baalphegor makes three melee attacks: two with her rapier and one with her tail. She can use devilish mockery, fiery eyes or twisting words in place of either or both of her rapier attacks."

Works for me.

Will add a 1/day finger of death and type 4 Multiattack to my Working Draft.

I'm presuming the regeneration is:

Regeneration. Baalphegor regains 10 hit points at the start of her turn. If she takes radiant damage, this trait does not function at the start of her turn. Glasya dies only at the start of her turn with 0 hit points and doesn't regenerate.​

I like the idea of rapier causing slow as slow is such a powerful spell. I had very poor internet access last weekend hence delay in replying :(

So like the following?

Rapier #2. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 22 (4d10) force damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or become slowed for 1 minute as if affected by the slow spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.​

It's because it's so powerful that I'd rather split it off to the Tail, since that means Baalphegor can potentially slow one opponent per round rather than three. If the entire party spend most of the combat slowed it won't be as much fun for them.

If you do decide to put slow on the Rapier I suggest giving the tail poison a different effect, such as a weakness (penalty to Strength and/or Dexterity), slow lethality (poison damage or Constitution penalty per round until target is dead or no longer poisoned), or falling for her wiles (disadvantage of saves vs her charms and beguilement attacks).
 



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