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General Tabletop Discussion
D&D Older Editions
4e to 5e Balhannoth Conversion
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<blockquote data-quote="ghabrel" data-source="post: 6912624" data-attributes="member: 6805138"><p>[MENTION=78752]DMZ2112[/MENTION] Thank you again for keeping up the dialog. I do really appreciate it.</p><p></p><p>So here's an updated stat block. I'll respond afterwards.</p><p></p><p><strong>Balhannoth</strong></p><p>Large Beast Aberration CR 23 (50,000 XP)</p><p>AC 19 HP 802 (24d20 + 280) Spd. 20’</p><p>-----Attributes-----</p><p><strong>Str</strong> 29 (+9) <strong>Dex</strong> 27 (+8) <strong>Con</strong> 24 (+7)</p><p><strong>Int</strong> 8 (-1) <strong>Wis</strong> 20 (+5) <strong>Cha</strong> 3 (-4)</p><p>-----Abilities-----</p><p><strong>Skills</strong> Insight +12, Stealth +15</p><p><strong>Senses</strong> blindsight 60 ft., passive Perception 15</p><p><strong>Languages</strong> Deepspeech</p><p><strong>Armor</strong> Natural</p><p><strong>Proficiency</strong> +7</p><p>-----Special Abilities-----</p><p><strong>Flailing Tentacles</strong> 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.</p><p><strong>Flurry of Blows</strong> The balhannoth may make two opportunity attacks instead of one.</p><p><strong>Invisibility</strong> As a bonus action, the balhannoth may become invisible until the end of its next turn, or until it makes an attack action.</p><p><strong>Opportunist</strong> The balhannoth deals an extra 1d8 damage against targets it has advantage on attack rolls against.</p><p><strong>Reactive</strong> The balhannoth can take one reaction on every turn in a combat.</p><p><strong>Reality Shift (1/4Rd.)</strong> The balhannoth may teleport up to 50 feet in place of its normal movement. Any enemies adjacent to it before it teleports are stunned until the balhannoth’s next turn unless they pass a DC 20 Wisdom saving throw, and the balhannoth automatically gains advantage on attack rolls against enemies it teleports adjacent to.</p><p><strong>Spider Climb</strong> The balhannoth can climb across any surface, even upside down, at its full speed without the need for ability checks.</p><p>-----Actions-----</p><p><strong>Multiattack</strong>: The balhannoth makes three tentacle attacks, and then it makes up to two slam and/or throw attacks if able.</p><p><strong>Slam</strong> (Melee): +18, 15’, one or two targets.</p><p><em>The balhannoth must have at least one creature grappled with one of its six tentacles to make this attack.</em></p><p>Hit: 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. If the secondary target isn’t grappled, it must pass a DC 20 Constitution saving throw or be knocked prone. The primary (and secondary) target(s) remain grappled.</p><p><strong>Tentacle</strong> (Melee): +18, 15’, one target.</p><p>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.</p><p><strong>Throw</strong> (Ranged): +18, 30/60’, one or two targets.</p><p><em>The balhannoth must have at least one creature grappled with one of its six tentacles to make this attack.</em></p><p>Hit: 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 stunned until the balhannoth’s next turn. If there are two targets, the attack deals 21 (2d8 + 12) bludgeoning damage to both, and the secondary target must pass a DC 20 Constitution saving throw or be knocked prone (the primary target is automatically knocked prone). 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 space within 15 feet of the secondary target and knocked prone, but takes no damage.</p><p><strong>Whipping Tentacles</strong> (Melee): +18, 15’, all targets within range.</p><p>Hit: Targets take 1d8 + 9 bludgeoning damage, and the balhannoth slides the targets to any other space within the area of effect.</p><p></p><p>Again going in order.</p><p></p><p></p><p></p><p>Bonus dropped to 1d8, some stuns removed.</p><p></p><p></p><p></p><p>No unconsciousness, and the only possibility of a stun comes when thrown against something hard.</p><p></p><p></p><p></p><p>Gave the balhannoth the existing Reactive feature and created the Flurry of Blows feature to ensure it always has plenty of opportunity attacks.</p><p></p><p></p><p></p><p>Yeah, you got to the heart of my confusion. And to clarify, I meant using Slam and Throw against targets provoking the opportunity attacks, not the grappled targets (i.e. just get extra damage by hitting two targets).</p><p></p><p></p><p></p><p>Now once every 4 rounds, and the stun can be saved against.</p><p></p><p></p><p></p><p>I actually really like the idea of not having a HP total. That's more what I'm aiming for. Just throw something at them to show them they aren't the biggest kids on the playground...</p><p></p><p>Thank you so much. You've been a huge help. I really, really, genuinely appreciate your feedback.</p></blockquote><p></p>
[QUOTE="ghabrel, post: 6912624, member: 6805138"] [MENTION=78752]DMZ2112[/MENTION] Thank you again for keeping up the dialog. I do really appreciate it. So here's an updated stat block. I'll respond afterwards. [B]Balhannoth[/B] Large Beast Aberration CR 23 (50,000 XP) AC 19 HP 802 (24d20 + 280) Spd. 20’ -----Attributes----- [B]Str[/B] 29 (+9) [B]Dex[/B] 27 (+8) [B]Con[/B] 24 (+7) [B]Int[/B] 8 (-1) [B]Wis[/B] 20 (+5) [B]Cha[/B] 3 (-4) -----Abilities----- [B]Skills[/B] Insight +12, Stealth +15 [B]Senses[/B] blindsight 60 ft., passive Perception 15 [B]Languages[/B] Deepspeech [B]Armor[/B] Natural [B]Proficiency[/B] +7 -----Special Abilities----- [B]Flailing Tentacles[/B] 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. [B]Flurry of Blows[/B] The balhannoth may make two opportunity attacks instead of one. [B]Invisibility[/B] As a bonus action, the balhannoth may become invisible until the end of its next turn, or until it makes an attack action. [B]Opportunist[/B] The balhannoth deals an extra 1d8 damage against targets it has advantage on attack rolls against. [B]Reactive[/B] The balhannoth can take one reaction on every turn in a combat. [B]Reality Shift (1/4Rd.)[/B] The balhannoth may teleport up to 50 feet in place of its normal movement. Any enemies adjacent to it before it teleports are stunned until the balhannoth’s next turn unless they pass a DC 20 Wisdom saving throw, and the balhannoth automatically gains advantage on attack rolls against enemies it teleports adjacent to. [B]Spider Climb[/B] The balhannoth can climb across any surface, even upside down, at its full speed without the need for ability checks. -----Actions----- [B]Multiattack[/B]: The balhannoth makes three tentacle attacks, and then it makes up to two slam and/or throw attacks if able. [B]Slam[/B] (Melee): +18, 15’, one or two targets. [I]The balhannoth must have at least one creature grappled with one of its six tentacles to make this attack.[/I] Hit: 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. If the secondary target isn’t grappled, it must pass a DC 20 Constitution saving throw or be knocked prone. The primary (and secondary) target(s) remain grappled. [B]Tentacle[/B] (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. [B]Throw[/B] (Ranged): +18, 30/60’, one or two targets. [I]The balhannoth must have at least one creature grappled with one of its six tentacles to make this attack.[/I] Hit: 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 stunned until the balhannoth’s next turn. If there are two targets, the attack deals 21 (2d8 + 12) bludgeoning damage to both, and the secondary target must pass a DC 20 Constitution saving throw or be knocked prone (the primary target is automatically knocked prone). 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 space within 15 feet of the secondary target and knocked prone, but takes no damage. [B]Whipping Tentacles[/B] (Melee): +18, 15’, all targets within range. Hit: Targets take 1d8 + 9 bludgeoning damage, and the balhannoth slides the targets to any other space within the area of effect. Again going in order. Bonus dropped to 1d8, some stuns removed. No unconsciousness, and the only possibility of a stun comes when thrown against something hard. Gave the balhannoth the existing Reactive feature and created the Flurry of Blows feature to ensure it always has plenty of opportunity attacks. Yeah, you got to the heart of my confusion. And to clarify, I meant using Slam and Throw against targets provoking the opportunity attacks, not the grappled targets (i.e. just get extra damage by hitting two targets). Now once every 4 rounds, and the stun can be saved against. I actually really like the idea of not having a HP total. That's more what I'm aiming for. Just throw something at them to show them they aren't the biggest kids on the playground... Thank you so much. You've been a huge help. I really, really, genuinely appreciate your feedback. [/QUOTE]
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