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 Avatar of Bhaal stats for 5e
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Erevan Illesere
Acolyte

Italy
38 Posts

Posted - 06 May 2020 :  19:07:09  Show Profile Send Erevan Illesere a Private Message  Reply with Quote  Delete Topic
So i'm running the module Waterdeep FRE3 (It's based on the third book of the avatar trilogy) and my players reached the part where they are guests with the lord of High Horn and then Bhaal joins the party by murdering everyone. Now here is the tricky part: my players arent really supposed to fight him yet (there are some stairs on the highest tower that can be crumbled to make Bhaal fall all the way to the bottom of the castle and bury him under some rubble).
Thing is, in case any of my players WANT to fight him, i only have the 2e stats...
Does anybody know how to convert these to 5e?

HD 12; THAC0 as body ( + 5 to hit due to
Strength); SpA W12, P14; MV 12; AC 0; hp
84; #AT 1; Dmg 1d6 or by weapon type
(+11 due to Strength); MR 45%; SZ as
body (usually M); Str 23, Int 17, Wis 19,
Dex as body (no AC change), Con 25, Cha
as body; regenerates 2 hp/round.

From what the module says he can also possess another live body if anyone is near him when he is killed.
Thanks in advance for the help!

Jack of blades

Pitiless_One
Acolyte

USA
7 Posts

Posted - 07 Jul 2020 :  04:15:48  Show Profile Send Pitiless_One a Private Message  Reply with Quote
A quick conversion from the Wizards of the Coast conversion guide.
https://media.wizards.com/2015/downloads/dnd/DnD_Conversions_1.0.pdf

Ultimately, the body taken changes the CR to some degree as the damage can change as a result. As is, most of the common combinations fit into somewhere around CR 8-10. Ill be aiming for 8, but for higher just increase anything that uses proficiency by +1. It would be helpful to have the level of your party and how difficult you want the encounter to be, but this should get you started.

Avatar of Bhaal
medium undead, neutral evil

AC: (Calculate based on armor worn, shield, and Dex as normal)
HP: 138 (12d8+84)
Speed: 30 or 35 feet

Use the same ability scores: Str +6, Dex (as the body), Con +7, Int +3, Wis +4, Cha (as body)

Most of the Rest is just flavor and you have a little discretion

Saving Throws: Str +9, Dex (body Dex +3)
Skills: Athletics +9, Deception (body cha +3), Intimidation (body cha +3), Stealth (body Dex +3)
Damage Immunities: necrotic, poison
Condition Immunities: charmed, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 120 ft., passive Perception 14
Languages: All

Aura of Murder. As long as the Avatar is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.

Legendary Resistance (3/day): If the Avatar fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Avatar has advantage on saving throws against spells and other magical effects.

Regeneration: The Avatar regains 5 hit points at the start of his turn and has at least 1 hit point. If the Avatar takes Radiant damage, a critical hit, or is exposed to sunlight, this trait doesn't function at the start of the Avatar's next turn.

Undead Fortitude: If damage reduces the Avatar to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit, or if it is in direct sunlight. On a success, the Avatar drops to 1 hit point instead.

Death Leap: As a reaction to being brought to 0 hit points or being forced from a host body, the Avatar can attempt to leap into a live body within 10 feet. The target must make a DC 16 Wisdom saving throw or become possessed, changing the statistics accordingly. The Avatar gains hit points equal to the current hit points of the host body and the regeneration trait doesn't function on its next turn.


Actions
The damage here needs to be pumped up a lot. In general, go with whatever the body has, and then change the modifier and the Strength bonus to fit. The Aura of Murder will help a lot if he gets his hands on a piercing weapon or uses claws or bites or something.

Multiattack: 2 to 3 attacks should be fine, depending on the difficulty. The goal is to get the expected damage about right on the CR table from the DMG.

Claws (no Weapon): +9, one target, 5 ft. ON hit: 9 (1d6+6) piercing (x2 if the Aura applies). Avg Damage (36 per turn, 54 through legendary actions).

A thematic recharge ability.

Legendary Actions
3 legendary actions per turn
- A single Attack
- Move without provoking an opportunity attack
- Something else cool like pounce to try to knock someone down or grapple. If its strong, make it cost 2 actions.



Example changes, as if he took over a Noble:
- AC: 15
- Dex 12 (+1), Cha 16 (+3)
- Saves: Dex +4
- Skills: Deception +6, Intimidation +6, Stealth +4
- Rapier: +9 to hit, 11 (1d8+6) piercing damage. (22 if aura applies).



When an animal looks up at the night sky, what does it see? Thousands and thousands of tiny points. Then a man looks up at the same points and sees millions of stars. Galaxies, within which are billions of planets.
Do you want to know what I see? Were you there, when I created the stars?
No.
Space? Time?
No!
But still, you think you deserve understanding.
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Erevan Illesere
Acolyte

Italy
38 Posts

Posted - 07 Jul 2020 :  10:48:45  Show Profile Send Erevan Illesere a Private Message  Reply with Quote
quote:
Originally posted by Pitiless_One

A quick conversion from the Wizards of the Coast conversion guide.
https://media.wizards.com/2015/downloads/dnd/DnD_Conversions_1.0.pdf

Ultimately, the body taken changes the CR to some degree as the damage can change as a result. As is, most of the common combinations fit into somewhere around CR 8-10. Ill be aiming for 8, but for higher just increase anything that uses proficiency by +1. It would be helpful to have the level of your party and how difficult you want the encounter to be, but this should get you started.

Avatar of Bhaal
medium undead, neutral evil

AC: (Calculate based on armor worn, shield, and Dex as normal)
HP: 138 (12d8+84)
Speed: 30 or 35 feet

Use the same ability scores: Str +6, Dex (as the body), Con +7, Int +3, Wis +4, Cha (as body)

Most of the Rest is just flavor and you have a little discretion

Saving Throws: Str +9, Dex (body Dex +3)
Skills: Athletics +9, Deception (body cha +3), Intimidation (body cha +3), Stealth (body Dex +3)
Damage Immunities: necrotic, poison
Condition Immunities: charmed, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 120 ft., passive Perception 14
Languages: All

Aura of Murder. As long as the Avatar is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.

Legendary Resistance (3/day): If the Avatar fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Avatar has advantage on saving throws against spells and other magical effects.

Regeneration: The Avatar regains 5 hit points at the start of his turn and has at least 1 hit point. If the Avatar takes Radiant damage, a critical hit, or is exposed to sunlight, this trait doesn't function at the start of the Avatar's next turn.

Undead Fortitude: If damage reduces the Avatar to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit, or if it is in direct sunlight. On a success, the Avatar drops to 1 hit point instead.

Death Leap: As a reaction to being brought to 0 hit points or being forced from a host body, the Avatar can attempt to leap into a live body within 10 feet. The target must make a DC 16 Wisdom saving throw or become possessed, changing the statistics accordingly. The Avatar gains hit points equal to the current hit points of the host body and the regeneration trait doesn't function on its next turn.


Actions
The damage here needs to be pumped up a lot. In general, go with whatever the body has, and then change the modifier and the Strength bonus to fit. The Aura of Murder will help a lot if he gets his hands on a piercing weapon or uses claws or bites or something.

Multiattack: 2 to 3 attacks should be fine, depending on the difficulty. The goal is to get the expected damage about right on the CR table from the DMG.

Claws (no Weapon): +9, one target, 5 ft. ON hit: 9 (1d6+6) piercing (x2 if the Aura applies). Avg Damage (36 per turn, 54 through legendary actions).

A thematic recharge ability.

Legendary Actions
3 legendary actions per turn
- A single Attack
- Move without provoking an opportunity attack
- Something else cool like pounce to try to knock someone down or grapple. If its strong, make it cost 2 actions.



Example changes, as if he took over a Noble:
- AC: 15
- Dex 12 (+1), Cha 16 (+3)
- Saves: Dex +4
- Skills: Deception +6, Intimidation +6, Stealth +4
- Rapier: +9 to hit, 11 (1d8+6) piercing damage. (22 if aura applies).





Hey thanks for the stats!
Ultimately though I converted him myself taking some inspiration from the assassin in xcom 2. The way she moved and attacked from nowhere really stuck with me as an avatar of the god of murder would fight.

these were the stats I used:

HP:122
AC:19
STR: 23 DEX:NPC HE POSSESSED CON: 25 INT:17 WIS: 19 CHA: NPC HE POSSESSED

2 ATTACKS: BLOODY FISTS +12 2d6+8 necrotic damage DC15 COS stunned for 1 minute, player can end stunned condition on their turn DC 15 COS.

REGENARATION 2HP per turn

speed: 35 ft
climb: 35 ft
jump: 35 ft

STEALTH: +9
ACROBATICS +6
DECEPTION +3
PERCEPTION +3

PASSIVE PERCETION 14

NIMBLE: moves without provoking opportunity attacks

ASSASSINATE: advantage to hit against opponents who havent yet had their turn. Every hit against a surprised creature is a critical hit.

VULNERABILITY TO AOE (Area Of Effect damage)

VULNERABILITY TO FLANKING

LEGENDARY RESISTANCE (3 TIMES X DAY)

STEALTH ATTACK: once per turn Bhaal can inflict extra damage (4d6) when hitting with advantage or when there is an ally at 1,5 ft from his target.

POSSESS: Bhaal can possess the body of any pc or npc he kills if he is defeated

SUMMON SHADOW: can summon a shadow from any enemy he kills

LEGENDARY ACTIONS:

PREDATORY SPEED: every time Bhaal uses bloody fists he can use this ability to gain more movement (+ 35 ft)

BLOODY WAVE: large two tiles and with a range of 120 ft bloody wave does no damage but stuns the targets it hits at CON 20. This ability goes even through walls.

VANISHING WIND: if Bhaal uses this ability he becomes invisible unless an AO is used and hits him, if he is flanked or if he attacks.


Jack of blades
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