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General Tabletop Discussion
D&D Older Editions
4e to 5e Balhannoth Conversion
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<blockquote data-quote="Jester David" data-source="post: 6912616" data-attributes="member: 37579"><p>4e wasn't my jam, but far be it from me to cast aspersions on how people got started or what edition they like best. Do what you love. </p><p></p><p></p><p>Okay, the original (in <em>Monster Manual IV</em> for 3.5e was CR 10ish) while the <em>Monster Manual</em> for 4e was a level 13 elite lurker. So a conversion should aim for that level range. Somewhere around CR 8 to 15. It's not a god, so 23 seems like overkill. A variant (an elder balhannoth) might work.</p><p></p><p>The stats seem the same (except Int and Charisma were flipped). This isn't necessary: 4e had number creep with ability scores that isn't reflected in 5e. I'd make the Strength 21, Dex 20, Con 18, Wisdom 16. That's more than high enough.</p><p></p><p>The tentacles don't really need a description of being severed. Most monsters with tentacles don't have that. </p><p></p><p>I'd make the teleport an action. Or a bonus action. Replacing movement doesn't happen. </p><p></p><p>The attacks need to follow the 5e format. The target line for slam and throw could read Target: one creature grappled by the balhannoth. Which is my general advice: look at the <em>Monster Manual </em>and how it's monster statblocks are written and formatted.</p><p></p><p>It could probably also use a bite attack.</p><p></p><p>The creature lacks a unique power or effect. The 4e version is rather generic. Replacing invisibility with natural camouflage might be interesting. The Wikipedia entry mentions anti-magic. An aura where people who start in the zone have to make a save to cast a spell or use/trigger a magic item's power might be neat.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6912616, member: 37579"] 4e wasn't my jam, but far be it from me to cast aspersions on how people got started or what edition they like best. Do what you love. Okay, the original (in [I]Monster Manual IV[/I] for 3.5e was CR 10ish) while the [I]Monster Manual[/I] for 4e was a level 13 elite lurker. So a conversion should aim for that level range. Somewhere around CR 8 to 15. It's not a god, so 23 seems like overkill. A variant (an elder balhannoth) might work. The stats seem the same (except Int and Charisma were flipped). This isn't necessary: 4e had number creep with ability scores that isn't reflected in 5e. I'd make the Strength 21, Dex 20, Con 18, Wisdom 16. That's more than high enough. The tentacles don't really need a description of being severed. Most monsters with tentacles don't have that. I'd make the teleport an action. Or a bonus action. Replacing movement doesn't happen. The attacks need to follow the 5e format. The target line for slam and throw could read Target: one creature grappled by the balhannoth. Which is my general advice: look at the [I]Monster Manual [/I]and how it's monster statblocks are written and formatted. It could probably also use a bite attack. The creature lacks a unique power or effect. The 4e version is rather generic. Replacing invisibility with natural camouflage might be interesting. The Wikipedia entry mentions anti-magic. An aura where people who start in the zone have to make a save to cast a spell or use/trigger a magic item's power might be neat. [/QUOTE]
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