So, yeah, title sums it up pretty well. Have a campaign I planted the seeds for back when 4e was a thing (I started on 4e, I didn't know it was garbage, I didn't know any better, please don't hold it against me), so now that I'm getting back around to it in 5e, I ran into the problem of the balhannoth monster not being listed in the 5e Monster Manual. Well, I figured no big deal, looked at the CR I wanted it to be at and whipped up a stat block based on that and the 4e entry for it. Would like some opinions on how balanced it is and if you all think it'll work well. Thanks in advance for anyone who chooses to comment. As always, if you like what you see, feel free to use it in your own campaigns. Here goes...
Balhannoth
Large Beast Aberration CR 23 (50,000 XP)
AC 19 HP 500 (40d10 + 280) Spd. 20’
-----Attributes-----
Str 29 (+9) Dex 27 (+8) Con 24 (+7)
Int 8 (-1) Wis 20 (+5) Cha 3 (-4)
-----Abilities-----
Skills Insight +12, Stealth +15
Senses blindsight 60 ft., passive Perception 15
Languages Deepspeech
Armor Natural
Proficiency +7
-----Special Abilities-----
Flailing Tentacles The balhannoth has six tentacles. If attacked directly, they have an AC of 17 and 61 (8d8 + 24) HP. If reduced to 0 HP, the tentacle is severed or otherwise neutralized (damage done to individual tentacles never applies to the balhannoth at any point). A neutralized tentacle takes a full day to regenerate, and cannot be used until then. Tentacles are never affected by area of effect attacks or spells. The balhannoth has a tendency to attempt to flee from fights in which three or more of its tentacles have been neutralized.
Invisibility As a bonus action, the balhannoth may become invisible until the end of its next turn or it makes an attack action.
Opportunist The balhannoth deals an extra 2d8 damage against targets it has combat advantage against.
Reality Shift The balhannoth may teleport up to 50 feet in place of its normal movement. Any enemies adjacent to it before it teleports are stunned for a full round, and the balhannoth automatically gains combat advantage against enemies it teleports adjacent to.
Spider Climb The balhannoth can climb across any surface, even upside down, as its full speed without the need for ability checks.
-----Actions-----
Multiattack: The balhannoth makes three tentacle attacks, and then it makes up to two slam and/or throw attacks.
Slam (Melee): +18, 15’, one or two targets.
Hit: The balhannoth must have at least one creature grappled with one of its six tentacles to make this attack. The balhannoth chooses one grappled creature to be the primary target, and then chooses to either bash the target against a nearby floor, wall, ceiling, or other hard surface; OR a second target, either also grappled or within 15 feet. If the attack only has one target, it deals 25 (3d8 + 18) bludgeoning damage; if it has two, it deals 21 (2d8 + 12) bludgeoning damage to both. In either case, the target(s) must pass a DC 20 Constitution saving throw or be stunned for a full round. The target(s) remain grappled.
Tentacle (Melee): +18, 15’, one target.
Hit: Target takes 13 (1d8 + 9) bludgeoning damage, and must pass a DC 20 Dexterity saving throw or be grappled by one of the balhannoth’s six tentacles. On its turn, the target may spend its action to try to pass a DC 20 Strength test to escape the grapple.
Throw (Ranged): +18, 30/60’, one or two targets.
Hit: The balhannoth must have at least one creature grappled with one of its six tentacles to make this attack. The balhannoth chooses one grappled creature to be the primary target, and then chooses to either throw the target against a nearby hard surface; OR at a second target within up to 60 feet. If there is only one target, the attack deals 25 (3d8 + 18) bludgeoning damage, and the target must pass a DC 20 Constitution saving throw or be knocked unconscious for 1d3 rounds. If there are two targets, the attack deals 21 (2d8 + 12) bludgeoning damage to both, and each must pass a DC 20 Constitution saving throw or be knocked prone and stunned for a full round On a hit, the primary target is thrown into a space adjacent to the secondary target. On a miss, it is thrown into a random square within 15 feet of the secondary target and knocked prone, and it is incapacitated on a failed save rather than being stunned.
Whipping Tentacles (Melee): +18, 15’, all targets within range.
Hit: Targets take 1d8 + 9 bludgeoning damage, and the balhannoth slides the target(s) to any other space within the area of effect.
Balhannoth
Large Beast Aberration CR 23 (50,000 XP)
AC 19 HP 500 (40d10 + 280) Spd. 20’
-----Attributes-----
Str 29 (+9) Dex 27 (+8) Con 24 (+7)
Int 8 (-1) Wis 20 (+5) Cha 3 (-4)
-----Abilities-----
Skills Insight +12, Stealth +15
Senses blindsight 60 ft., passive Perception 15
Languages Deepspeech
Armor Natural
Proficiency +7
-----Special Abilities-----
Flailing Tentacles The balhannoth has six tentacles. If attacked directly, they have an AC of 17 and 61 (8d8 + 24) HP. If reduced to 0 HP, the tentacle is severed or otherwise neutralized (damage done to individual tentacles never applies to the balhannoth at any point). A neutralized tentacle takes a full day to regenerate, and cannot be used until then. Tentacles are never affected by area of effect attacks or spells. The balhannoth has a tendency to attempt to flee from fights in which three or more of its tentacles have been neutralized.
Invisibility As a bonus action, the balhannoth may become invisible until the end of its next turn or it makes an attack action.
Opportunist The balhannoth deals an extra 2d8 damage against targets it has combat advantage against.
Reality Shift The balhannoth may teleport up to 50 feet in place of its normal movement. Any enemies adjacent to it before it teleports are stunned for a full round, and the balhannoth automatically gains combat advantage against enemies it teleports adjacent to.
Spider Climb The balhannoth can climb across any surface, even upside down, as its full speed without the need for ability checks.
-----Actions-----
Multiattack: The balhannoth makes three tentacle attacks, and then it makes up to two slam and/or throw attacks.
Slam (Melee): +18, 15’, one or two targets.
Hit: The balhannoth must have at least one creature grappled with one of its six tentacles to make this attack. The balhannoth chooses one grappled creature to be the primary target, and then chooses to either bash the target against a nearby floor, wall, ceiling, or other hard surface; OR a second target, either also grappled or within 15 feet. If the attack only has one target, it deals 25 (3d8 + 18) bludgeoning damage; if it has two, it deals 21 (2d8 + 12) bludgeoning damage to both. In either case, the target(s) must pass a DC 20 Constitution saving throw or be stunned for a full round. The target(s) remain grappled.
Tentacle (Melee): +18, 15’, one target.
Hit: Target takes 13 (1d8 + 9) bludgeoning damage, and must pass a DC 20 Dexterity saving throw or be grappled by one of the balhannoth’s six tentacles. On its turn, the target may spend its action to try to pass a DC 20 Strength test to escape the grapple.
Throw (Ranged): +18, 30/60’, one or two targets.
Hit: The balhannoth must have at least one creature grappled with one of its six tentacles to make this attack. The balhannoth chooses one grappled creature to be the primary target, and then chooses to either throw the target against a nearby hard surface; OR at a second target within up to 60 feet. If there is only one target, the attack deals 25 (3d8 + 18) bludgeoning damage, and the target must pass a DC 20 Constitution saving throw or be knocked unconscious for 1d3 rounds. If there are two targets, the attack deals 21 (2d8 + 12) bludgeoning damage to both, and each must pass a DC 20 Constitution saving throw or be knocked prone and stunned for a full round On a hit, the primary target is thrown into a space adjacent to the secondary target. On a miss, it is thrown into a random square within 15 feet of the secondary target and knocked prone, and it is incapacitated on a failed save rather than being stunned.
Whipping Tentacles (Melee): +18, 15’, all targets within range.
Hit: Targets take 1d8 + 9 bludgeoning damage, and the balhannoth slides the target(s) to any other space within the area of effect.