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5E: Converting AD&D Monsters to Fifth Edition
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<blockquote data-quote="Casimir Liber" data-source="post: 9110244" data-attributes="member: 6947639"><p>Right - typos fixed - will paste words if that helps...</p><p></p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If Baalphegor fails a saving throw, she can choose to succeed instead.</p><p></p><p><em><strong>Magic Resistance.</strong></em> Baalphegor has advantage on saving throws against spells and other magical effects.</p><p></p><p><em><strong>Magic Weapons.</strong></em> Baalphegor's weapon attacks are magical.</p><p></p><p><em><strong>Innate Spellcasting.</strong></em> Baalphegor's spellcasting ability is Charisma (spell save DC 23). Baalphegor can innately cast the following spells, requiring no material components:</p><p></p><p>At will: <a href="https://www.dndbeyond.com/spells/charm-person" target="_blank">charm person</a>, <a href="https://www.dndbeyond.com/spells/detect-magic" target="_blank">detect magic</a>, <a href="https://www.dndbeyond.com/spells/pyrotechnics" target="_blank">pyrotechnics</a> (4d8 damage), <a href="https://www.dndbeyond.com/spells/suggestion" target="_blank">suggestion</a></p><p></p><p>3/day each: <a href="https://www.dndbeyond.com/spells/dispel-magic" target="_blank">dispel magic</a>, <a href="https://www.dndbeyond.com/spells/lightning-bolt" target="_blank">lightning bolt</a> (5th level spell slot for 10d6 lightning damage)</p><p></p><p> 1/day each: <a href="https://www.dndbeyond.com/spells/chain-lightning" target="_blank">chain lightning</a>, <a href="https://www.dndbeyond.com/spells/heal" target="_blank">heal</a> (self or by touch only), <a href="https://www.dndbeyond.com/spells/symbol" target="_blank">symbol</a> (of stunning)</p><p></p><p></p><p>ACTIONS</p><p></p><p><em><strong>Multiattack.</strong></em> Baalphegor attacks three times with her rapier, or twice with her rapier and once with twisting words</p><p></p><p><em><strong>Rapier.</strong> Melee Weapon Attack:</em> +12 to hit, reach 10 ft., one target. <em>Hit:</em> 8 (1d6 + 5) force damage plus 22 (4d10) poison damage. Creatures must make a successful DC xx CON roll or be poisoned for one minute (save at the end of each succeeding round).</p><p></p><p><em><strong>Teleport.</strong></em> Baalphegor teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space he can see.</p><p></p><p><em><strong>Twisting Words.</strong></em> Baalphegor targets one creature she can see within 60 feet of her. The target must succeed on a DC 23 Charisma saving throw or become <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed" target="_blank">charmed</a> by Baalphegor for 1 minute. The <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed" target="_blank">charmed</a> target can repeat the saving throw if Baalphegor deals any damage to it. A creature that succeeds on the saving throw is immune to Baalphegor’s Twisting Words for 24 hours. </p><p></p><p>Bonus Actions</p><p><em><strong>Beguile.</strong></em> Baalphegor targets one creature she can see within 30 feet of them and who can see her. The target must succeed at a DC 23 Wisdom saving throw or become <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed" target="_blank">charmed</a> until the start of their next turn. A charmed target uses their reaction, if available, to move up to their speed to a location chosen by Baalphegor, then either makes a melee attack against a target of Baalphegor’s choice or falls prone (Baalphegor’s choice). On a successful save, the creature is immune to Baalphegor's Beguile [and Beguiling Aura<strong>?</strong>] for the next 24 hours.</p><p><em><strong>Devilish Mockery.</strong></em> Baalphegor speaks to a target within 60 feet. If the target can hear Baalphegor, it must succeed on a DC 23 Wisdom saving throw or take 21 (6d6) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.</p><p>Legendary Actions</p><p><em><strong>Fiendish Invective (Costs 2 Actions).</strong></em> Baalphegor uses <em>Devilish Mockery</em>.</p><p><em><strong>Corrupting Guidance.</strong></em> Baalphegor uses <em>Beguile</em> or <em>Twisting Words</em>. </p><p><em><strong>Summon Devil(s) (Costs 3 Actions).</strong></em> Baalphegor magically summons either an <a href="https://www.dndbeyond.com/monsters/16931-ice-devil" target="_blank">ice devil</a> with an ice spear, or 1d2 <a href="https://www.dndbeyond.com/monsters/16927-horned-devil" target="_blank">horned devil</a>s. The devils appear in an unoccupied space within 60 feet of Baalphegor, acting as her ally, and can summon other devils if they have such power. The devils remain until Baalphegor dies or until she dismisses them as an action.</p></blockquote><p></p>
[QUOTE="Casimir Liber, post: 9110244, member: 6947639"] Right - typos fixed - will paste words if that helps... [I][B]Legendary Resistance (3/Day).[/B][/I] If Baalphegor fails a saving throw, she can choose to succeed instead. [I][B]Magic Resistance.[/B][/I] Baalphegor has advantage on saving throws against spells and other magical effects. [I][B]Magic Weapons.[/B][/I] Baalphegor's weapon attacks are magical. [I][B]Innate Spellcasting.[/B][/I] Baalphegor's spellcasting ability is Charisma (spell save DC 23). Baalphegor can innately cast the following spells, requiring no material components: At will: [URL='https://www.dndbeyond.com/spells/charm-person']charm person[/URL], [URL='https://www.dndbeyond.com/spells/detect-magic']detect magic[/URL], [URL='https://www.dndbeyond.com/spells/pyrotechnics']pyrotechnics[/URL] (4d8 damage), [URL='https://www.dndbeyond.com/spells/suggestion']suggestion[/URL] 3/day each: [URL='https://www.dndbeyond.com/spells/dispel-magic']dispel magic[/URL], [URL='https://www.dndbeyond.com/spells/lightning-bolt']lightning bolt[/URL] (5th level spell slot for 10d6 lightning damage) 1/day each: [URL='https://www.dndbeyond.com/spells/chain-lightning']chain lightning[/URL], [URL='https://www.dndbeyond.com/spells/heal']heal[/URL] (self or by touch only), [URL='https://www.dndbeyond.com/spells/symbol']symbol[/URL] (of stunning) ACTIONS [I][B]Multiattack.[/B][/I] Baalphegor attacks three times with her rapier, or twice with her rapier and once with twisting words [I][B]Rapier.[/B] Melee Weapon Attack:[/I] +12 to hit, reach 10 ft., one target. [I]Hit:[/I] 8 (1d6 + 5) force damage plus 22 (4d10) poison damage. Creatures must make a successful DC xx CON roll or be poisoned for one minute (save at the end of each succeeding round). [I][B]Teleport.[/B][/I] Baalphegor teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space he can see. [I][B]Twisting Words.[/B][/I] Baalphegor targets one creature she can see within 60 feet of her. The target must succeed on a DC 23 Charisma saving throw or become [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed']charmed[/URL] by Baalphegor for 1 minute. The [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed']charmed[/URL] target can repeat the saving throw if Baalphegor deals any damage to it. A creature that succeeds on the saving throw is immune to Baalphegor’s Twisting Words for 24 hours. Bonus Actions [I][B]Beguile.[/B][/I] Baalphegor targets one creature she can see within 30 feet of them and who can see her. The target must succeed at a DC 23 Wisdom saving throw or become [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed']charmed[/URL] until the start of their next turn. A charmed target uses their reaction, if available, to move up to their speed to a location chosen by Baalphegor, then either makes a melee attack against a target of Baalphegor’s choice or falls prone (Baalphegor’s choice). On a successful save, the creature is immune to Baalphegor's Beguile [and Beguiling Aura[B]?[/B]] for the next 24 hours. [I][B]Devilish Mockery.[/B][/I] Baalphegor speaks to a target within 60 feet. If the target can hear Baalphegor, it must succeed on a DC 23 Wisdom saving throw or take 21 (6d6) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. Legendary Actions [I][B]Fiendish Invective (Costs 2 Actions).[/B][/I] Baalphegor uses [I]Devilish Mockery[/I]. [I][B]Corrupting Guidance.[/B][/I] Baalphegor uses [I]Beguile[/I] or [I]Twisting Words[/I]. [I][B]Summon Devil(s) (Costs 3 Actions).[/B][/I] Baalphegor magically summons either an [URL='https://www.dndbeyond.com/monsters/16931-ice-devil']ice devil[/URL] with an ice spear, or 1d2 [URL='https://www.dndbeyond.com/monsters/16927-horned-devil']horned devil[/URL]s. The devils appear in an unoccupied space within 60 feet of Baalphegor, acting as her ally, and can summon other devils if they have such power. The devils remain until Baalphegor dies or until she dismisses them as an action. [/QUOTE]
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