D&D 5E (2024) Avatar Of Bhaal Ideas?

Zardnaar

Legend
Well PCs are now level 12. They polished off Avatars of Myrkul and Bane seizing their legendary equipment.

They've penetrated Bhasls final refuge a Green Dragons lair with half dragon Bhaalspwn.

Any ideas? Im thinking a slayer form (refluff a giant?) and a highly mobile Fighter/assassin type.

Both have legendary actions.

Thoughts on abilities

Murder aura 5'radous (vulnerability to piercing)

Unstoppable (reaction reduce damage to 0)

3 or 4 attacks. Mostly piercing using a legendary blade . Plus poison damage.

Expanded critical. 18+ to crit.

3 or 4 attacks a round+stunning gaze (wisdom save or be stnnned).

Spell resistance/greater spell resistance.

Cunning action.

No idea on CR. Will have bhaalist mooks for support.
 

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Yeah I have 2E ones.

BG3 one is stupidly weak in 5.5.

Im thinking a mythic one. Slayer first then Mythic Bhaal.
Should definitely be mythic. Pretty much all Bhaal fights involve several shapeshifts. If I remember the in the final battle of BG2 (not ToB) Jon Irenicus changes into the slayer and back around three times.
 

Should definitely be mythic. Pretty much all Bhaal fights involve several shapeshifts. If I remember the in the final battle of BG2 (not ToB) Jon Irenicus changes into the slayer and back around three times.

I haven't used mythic before either. Buff hp for 5.5 and your good to go.

Slayer is easy its Bhaal in his human form. I've got two week to come up with it.
Mythic part involves a second stat block.
 

If he is a solo, I always liked having legendary powers that let you attack or do something between other players turns. Even like a beholder where at the start of each PC's turn, they roll to get hit with a ray.
 

If he is a solo, I always liked having legendary powers that let you attack or do something between other players turns. Even like a beholder where at the start of each PC's turn, they roll to get hit with a ray.

Night have mook support unless I make the CR so low the xp budget can be used for support.

Bane was defeated start of round 2. If I went mythic it might last 4 rounds.
 

Here are the statblocks I used.

Slayer Form

Large Fiend

Armor Class 16+PB

Hit Points double your max HP

Speed 40’

Str Dex Con Int Wis Cha

28(+9) 16(+3) 24(+7) yours yours yours

Saves Str +9, Dex +3, Con +7, mental saves yours; +4 on saves vs. spells & magical effects

Skills Your skills

Damage Resistances cold, necrotic, poision

Senses Blindsense (not blindsight) 30’, DV 120’

Animalistic Form. You cannot cast spells or speak in Slayer form.

Loss of Self. At the start of each of your turns, you take 3d10 damage, which cannot be resisted or reduced. You may make a Charisma saving throw with a DC equal to 10 + the total number of rounds you have willingly been in your Slayer form ever to reduce this damage by half.

You may allocate this damage as you choose between your Slayer form and your character’s current hit points in half-elf form. If either of your forms reach 0 hit points, you lose control of your Slayer form and attempt to kill the nearest living being until you are dead. You may make a DC 30 Charisma saving throw at the end of each round to stop the berserk condition, at which point you collapse in half-elven form at 0 hit points with 2 failed death saving throws.

Changed Shape. Only amulets, rings, and ioun stones function while in this form.

Actions

Multiattack.
The Slayer attacks with its bite and claws.

Bite. Melee Weapon Attack, PB+9 to hit, 5’, 2d10+9 piercing damage.

Claws. Melee Weapon Attack, PB+9 to hit, 5’, 2d8+9 slashing + 1d12 cold damage.

Bonus Actions

Change Form.
Make a DC 15 Charisma saving throw, ending the Slayer transformation on a success. You gain 1 level of exhaustion upon ending the transformation.

Irenicus: Slayer

Large Fiend (Human)

Armor Class 23

Hit Points 400

Speed 40’

Str Dex Con Int Wis Cha

28(+9) 16(+3) 24(+7) yours yours yours

Saves Str +9, Dex +3, Con +7, Int +12, Wis +1, Cha +12; adv & +4 on saves vs. spells & magical effects

Skills Arcana +12, Perception 17, etc.

Damage Resistances cold, necrotic, poison, non-magic B/P/S.

Condition Immunities Exhaustion, Paralyzed, magical sleep

Senses Blindsense (not blindsight) 30’, DV 120’, passive Perception 17

Changed Shape. Only amulets, rings, and ioun stones function while in this form (Ring of Protection +1)

Actions

Multiattack.
The Slayer attacks with its bite and claws. It may substitute the Spellcasting action for a bite attack.

Bite. Melee Weapon Attack, +15 to hit, 5’, 2d10+9 piercing damage.

Claws. Melee Weapon Attack, +15 to hit, 5’, 2d8+9 slashing + 1d12 cold damage.



Spellcasting. Spell save DC 21, Spell attack roll +13

Concentration

[] 5 Telekinesis (C, 60’, creature; ability check vs. str check to move it 30’ and restrain; use action to maintain)

[] 6 Flesh to Stone (Con save, restrained on failure; save at end of each turn, 3 fails = stone, 3 passes = end)

[] 6 Mordenkainen’s Sword (C, 60’, summon sword attacks ta +13 for 3d10 force)



Non-Concentration

Attack


[] [] 2 Magic Missile (120’, 4x 1d4+1 missiles

[] 4 Blight (30’, 8d8 necrotic, Con half)

[] 7 Finger of Death (60’, 7d8+30 necrotic, Con save half; on death, rise as zombie)

Defense

[] [] 2 Mirror Image

AOE

[] [] 3 Fireball (120’, 20’ radius, 8d6 fire damage, Dex half)

[] 5 Synaptic Static (120’, 20’ radius, 8d6 psychic damage, Int half; on failed save, 1 minute of -1d6 on attacks, ability, and Concentration checks, Int save to end; does not affect creatures with INT 2 or less)

[] 6 Chain Lightning (150’, 1 target + 3 secondaries within 30’, 10d8 lightning, Dex half)

[] 6 Disintegrate(60’, 10d6+40 force damage, Dex negates)

[] 8 Horrid Wilting (150, 30’ cube, 12d8 necrotic, Con half)

Utility

[] 6 Scatter (up to 5 creatures, 120’ teleport on ground, Wis negates)



Bonus Actions

[] 6 PFMW (BA, 3 rounds)

Mord’s Sword Move 20’ and attack, +13 for 3d10 force

[] [] [] Teleport 60’
Plus:

3 Glabrezun
 

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