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4e to 5e Balhannoth Conversion
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<blockquote data-quote="Tormyr" data-source="post: 6914845" data-attributes="member: 6776887"><p>So here is my take on a CR 10 Balhannoth, based heavily on the 3.5 Balhannoth from Monster Manual IV. It would be a medium encounter for 4 level 10 PCs, 5 level 8 PCs, 6 level 6 PCs, and hard for 7 level 4 PCs. Adding more PCs makes the encounter easier, but you really cannot go below level 4 or 5 PCs fighting this monster because it does enough damage in a round to knock a level 5 fighter with 16 CON unconscious. So at that point you can have two instead of 1. That makes a medium encounter for 4 level 16 PCs, 5 level 14 PCs, 6 level 12 PCs, 7 level 10 PCs, 8 level 8 PCs, 9 level 6 PCs, or 10 level 5 PCs. These numbers are using my spreadsheet that smooths out the encounter difficulty multipliers between the number of PCs and monsters in the DMG and extrapolates out to 10 PCs. That being said, encounter building numbers at 10 PCs are really shaky, and the encounter could go either way easily.</p><p></p><p>If you were to change this to level 14 PCs, this would potentially require 2 CR 21 balhannoths to make a medium encounter or 3 to make a Deadly encounter. 10 PCs really throws a wrench in what a DM might expect out of an encounter. It also makes the encounter really long.</p><p></p><p>If a DM were to make this into a CR 21 or so monster, there are few easy ways to get most of the way there.</p><p>* Make it a gargantuan version. All the damage dice change to 4dX instead of 2dX.</p><p>* Bump hp and natural AC.</p><p>* Give it 3 uses of legendary resistance (each is worth 90 hp for a CR 21 creature) and 3 legendary actions that can be used for attacks.</p><p><strong></strong></p><p><strong>Balhannoth</strong></p><p></p><p><em>Large aberration, chaotic neutral</em></p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points </strong>195 (17d10 + 102)</p><p><strong>Speed </strong>50 ft., climb 50 ft.</p><p></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>28 (+9)</td><td>17 (+3)</td><td>23 (+6)</td><td>3 (-4)</td><td>12 (+1)</td><td>8 (-1)</td></tr></table><p></p><p></p><p><strong>Saving Throws </strong>Wis +5</p><p><strong>Skills </strong>Perception +5, Stealth +8 </p><p><strong>Condition Immunities</strong> blinded</p><p><strong>Senses </strong>blindsight 20 ft., passive Perception 15</p><p><strong>Languages </strong>– </p><p><strong>Challenge </strong>10 (5,900 XP)</p><p><strong><em>Dweomersight.</em></strong> A balhannoth is blind, but it hunts through detection of magic. It detects creatures casting spells, carrying magic items, or otherwise using magic, and it can see everything within the range of magical effects, including its own dimensional lock. This functions as a selective, 120-foot radius blindsight.</p><p> </p><p><strong><em>Dimensional Lock.</em></strong> Everything within a 20-foot radius from the balhannoth is unable to travel between the current plane and another plane.</p><p> </p><p><strong><em>Antimagic Grapple.</em></strong> A balhannoth that has grappled a creature suppresses the creature’s magical items and effects and keeps the creature from being able to cast spells. The balhannoth suppresses magic items that it wears or holds. </p><p> </p><p><strong><em>Camouflage.</em></strong> A balhannoth’s skin color changes to match its surroundings. It has advantage on Dexterity (Stealth) checks. </p><p> </p><p><strong><em>Spider Climb.</em></strong> A balhannoth can travel on vertical surfaces and the ceiling without an ability check.</p><p> </p><p> </p><p>Actions</p><p></p><p><strong><em>Multiattack.</em></strong> The balhannoth makes two slam attacks and a bite attack.</p><p> </p><p><strong><em>Slam.</em></strong><em> Melee Weapon Attack:</em> +13 to hit, reach 15 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage and if the target is a creature it must succeed at a DC 17 Dexterity saving throw or be grappled and suffer an additional 4 (1d8) bludgeoning damage as the tentacle constricts on the creature.</p><p> </p><p><strong><em>Bite.</em></strong><em> Melee Weapon Attack:</em> +13 to hit, reach 5 ft., one target. Hit: 14 (2d4 + 9) piercing damage.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6914845, member: 6776887"] So here is my take on a CR 10 Balhannoth, based heavily on the 3.5 Balhannoth from Monster Manual IV. It would be a medium encounter for 4 level 10 PCs, 5 level 8 PCs, 6 level 6 PCs, and hard for 7 level 4 PCs. Adding more PCs makes the encounter easier, but you really cannot go below level 4 or 5 PCs fighting this monster because it does enough damage in a round to knock a level 5 fighter with 16 CON unconscious. So at that point you can have two instead of 1. That makes a medium encounter for 4 level 16 PCs, 5 level 14 PCs, 6 level 12 PCs, 7 level 10 PCs, 8 level 8 PCs, 9 level 6 PCs, or 10 level 5 PCs. These numbers are using my spreadsheet that smooths out the encounter difficulty multipliers between the number of PCs and monsters in the DMG and extrapolates out to 10 PCs. That being said, encounter building numbers at 10 PCs are really shaky, and the encounter could go either way easily. If you were to change this to level 14 PCs, this would potentially require 2 CR 21 balhannoths to make a medium encounter or 3 to make a Deadly encounter. 10 PCs really throws a wrench in what a DM might expect out of an encounter. It also makes the encounter really long. If a DM were to make this into a CR 21 or so monster, there are few easy ways to get most of the way there. * Make it a gargantuan version. All the damage dice change to 4dX instead of 2dX. * Bump hp and natural AC. * Give it 3 uses of legendary resistance (each is worth 90 hp for a CR 21 creature) and 3 legendary actions that can be used for attacks. [B] Balhannoth[/B] [I]Large aberration, chaotic neutral[/I] [B]Armor Class[/B] 15 (natural armor) [B]Hit Points [/B]195 (17d10 + 102) [B]Speed [/B]50 ft., climb 50 ft. [TABLE="align: center"] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]28 (+9)[/TD] [TD]17 (+3)[/TD] [TD]23 (+6)[/TD] [TD]3 (-4)[/TD] [TD]12 (+1)[/TD] [TD]8 (-1)[/TD] [/TR] [/TABLE] [B]Saving Throws [/B]Wis +5 [B]Skills [/B]Perception +5, Stealth +8 [B]Condition Immunities[/B] blinded [B]Senses [/B]blindsight 20 ft., passive Perception 15 [B]Languages [/B]– [B]Challenge [/B]10 (5,900 XP) [B][I]Dweomersight.[/I][/B] A balhannoth is blind, but it hunts through detection of magic. It detects creatures casting spells, carrying magic items, or otherwise using magic, and it can see everything within the range of magical effects, including its own dimensional lock. This functions as a selective, 120-foot radius blindsight. [B][I]Dimensional Lock.[/I][/B] Everything within a 20-foot radius from the balhannoth is unable to travel between the current plane and another plane. [B][I]Antimagic Grapple.[/I][/B] A balhannoth that has grappled a creature suppresses the creature’s magical items and effects and keeps the creature from being able to cast spells. The balhannoth suppresses magic items that it wears or holds. [B][I]Camouflage.[/I][/B] A balhannoth’s skin color changes to match its surroundings. It has advantage on Dexterity (Stealth) checks. [B][I]Spider Climb.[/I][/B] A balhannoth can travel on vertical surfaces and the ceiling without an ability check. Actions [B][I]Multiattack.[/I][/B] The balhannoth makes two slam attacks and a bite attack. [B][I]Slam.[/I][/B][I] Melee Weapon Attack:[/I] +13 to hit, reach 15 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage and if the target is a creature it must succeed at a DC 17 Dexterity saving throw or be grappled and suffer an additional 4 (1d8) bludgeoning damage as the tentacle constricts on the creature. [B][I]Bite.[/I][/B][I] Melee Weapon Attack:[/I] +13 to hit, reach 5 ft., one target. Hit: 14 (2d4 + 9) piercing damage. [/QUOTE]
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