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5E: Converting AD&D Monsters to Fifth Edition
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<blockquote data-quote="Cleon" data-source="post: 9121404" data-attributes="member: 57383"><p>Works for me.</p><p></p><p>Will add a 1/day <em>finger of death</em> and type 4 Multiattack to my Working Draft.</p><p></p><p>I'm presuming the regeneration is:</p><p></p><p style="margin-left: 20px"><em><strong>Regeneration.</strong></em> Baalphegor regains 10 hit points at the start of her turn. If she takes radiant damage, this trait does not function at the start of her turn. Glasya dies only at the start of her turn with 0 hit points and doesn't regenerate.</p><p></p><p></p><p></p><p>So like the following?</p><p></p><p style="margin-left: 20px"><em><strong>Rapier #2.</strong> Melee Weapon Attack:</em> +15 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (1d6 + 5) piercing damage plus 22 (4d10) force damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or become slowed for 1 minute as if affected by the <em>slow</em> spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p></p><p>It's because it's so powerful that I'd rather split it off to the <em><strong>Tail</strong></em>, since that means Baalphegor can potentially slow one opponent per round rather than three. If the entire party spend most of the combat slowed it won't be as much fun for them.</p><p></p><p>If you do decide to put slow on the <em><strong>Rapier</strong></em> I suggest giving the tail poison a different effect, such as a <u>weakness</u> (penalty to Strength and/or Dexterity), <u>slow lethality</u> (poison damage or Constitution penalty per round until target is dead or no longer poisoned), or <u>falling for her wiles</u> (disadvantage of saves vs her charms and beguilement attacks).</p></blockquote><p></p>
[QUOTE="Cleon, post: 9121404, member: 57383"] Works for me. Will add a 1/day [I]finger of death[/I] and type 4 Multiattack to my Working Draft. I'm presuming the regeneration is: [INDENT][I][B]Regeneration.[/B][/I] Baalphegor regains 10 hit points at the start of her turn. If she takes radiant damage, this trait does not function at the start of her turn. Glasya dies only at the start of her turn with 0 hit points and doesn't regenerate.[/INDENT] So like the following? [INDENT][I][B]Rapier #2.[/B] Melee Weapon Attack:[/I] +15 to hit, reach 5 ft., one target. [I]Hit:[/I] 8 (1d6 + 5) piercing damage plus 22 (4d10) force damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or become slowed for 1 minute as if affected by the [I]slow[/I] spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.[/INDENT] It's because it's so powerful that I'd rather split it off to the [I][B]Tail[/B][/I], since that means Baalphegor can potentially slow one opponent per round rather than three. If the entire party spend most of the combat slowed it won't be as much fun for them. If you do decide to put slow on the [I][B]Rapier[/B][/I] I suggest giving the tail poison a different effect, such as a [U]weakness[/U] (penalty to Strength and/or Dexterity), [U]slow lethality[/U] (poison damage or Constitution penalty per round until target is dead or no longer poisoned), or [U]falling for her wiles[/U] (disadvantage of saves vs her charms and beguilement attacks). [/QUOTE]
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