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General Tabletop Discussion
D&D Older Editions
4e to 5e Balhannoth Conversion
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<blockquote data-quote="DMZ2112" data-source="post: 6912533" data-attributes="member: 78752"><p>My experience with both 14th level and monster creation in 5th Edition is limited, and I don't know the D&D4 balhannoth, but here goes.</p><p></p><p>My biggest concern is that this thing seems like no fun to fight. All that stunning amounts to a lot of annoyed players heading to the kitchen or the bathroom or starting side conversations at the table.</p><p></p><p>Opportunist needs some nerfing, too, because of all the stunning. Stun confers combat advantage. HP totals in D&D5 won't stand up to that kind of punishment.</p><p></p><p>Speaking of the stunning you ought to require more saving throws -- auto-stun is brutal. And you need to specify if "full round" means until the beginning or end of the balhannoth's next turn.</p><p></p><p>I'd just wholesale remove the unconsciousness effect from Throw. It's a cool ability but it is good enough without it.</p><p></p><p>I do think you ought to have more reaction abilities for a solo creature. In my experience, if a monster alone is waiting for its turn to act every round it is already dead. At 14th level, against a 19 AC, smart PCs have a >50% chance to hit every round, with multiple attacks or high-damage abilities. I'd give it max HP (680) in actual practice, and that still feels short.</p><p></p><p>Thematically I think you could give this thing greater than 5' reach, which would make its opportunity attacks a lot more dangerous.</p><p></p><p>Is Reality Shift intended to be usable every round? It feels more like a recharge ability.</p><p></p><p>I hope this was of some value.</p></blockquote><p></p>
[QUOTE="DMZ2112, post: 6912533, member: 78752"] My experience with both 14th level and monster creation in 5th Edition is limited, and I don't know the D&D4 balhannoth, but here goes. My biggest concern is that this thing seems like no fun to fight. All that stunning amounts to a lot of annoyed players heading to the kitchen or the bathroom or starting side conversations at the table. Opportunist needs some nerfing, too, because of all the stunning. Stun confers combat advantage. HP totals in D&D5 won't stand up to that kind of punishment. Speaking of the stunning you ought to require more saving throws -- auto-stun is brutal. And you need to specify if "full round" means until the beginning or end of the balhannoth's next turn. I'd just wholesale remove the unconsciousness effect from Throw. It's a cool ability but it is good enough without it. I do think you ought to have more reaction abilities for a solo creature. In my experience, if a monster alone is waiting for its turn to act every round it is already dead. At 14th level, against a 19 AC, smart PCs have a >50% chance to hit every round, with multiple attacks or high-damage abilities. I'd give it max HP (680) in actual practice, and that still feels short. Thematically I think you could give this thing greater than 5' reach, which would make its opportunity attacks a lot more dangerous. Is Reality Shift intended to be usable every round? It feels more like a recharge ability. I hope this was of some value. [/QUOTE]
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