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View Full Version : D&D 5e/Next So apparently Bhaal is alive again...



Gnomes2169
2015-02-05, 06:32 AM
And he was reborn in the city of Baldur during or shortly after Sundering. Also apparently, he was killed by a group of visiting adventurers... so guess what the new goal is today? That's right, it's time to make a few avatars of Bhaal!

Now then, a few things to consider first. As a freshly reborn god, the "Newborn" ravager wouldn't be nearly as powerful as the true Lord of Murder, so we'll keep that one hovering (hopefully) around CR 10. The other forms should be CR 30 each, one for the true Ravager (a hulking melee monstrosity that can go toe-to-toe with Tiamat any day of the week) and the Slayer (an assassin and wizard who is as lethal because you simply an't go toe to toe with it). I'll be tackling the mini Ravager for now, since that's the one that I'm going to have my current RL party kill (or get murdered by... but you know. Whichever one works).

Bhaal, Lord of Murder; Newborn Ravager
Huge fiend, chaotic evil

Armor class: 17 (Natural armor)
Hit points: 138 (12d12+60)
Speed: 50 ft, 25 burrow

StrDexConIntWisCha
23(+6)12(+1)21(+5)13(+1)10(+0)14(+2)

Saving throws: Dexterity +5, intelligence +5, wisdom +4
Skills: Athletics +10, intimidation +6, perception +8
Damage vulnerabilities: Radiant
Damage resistances: Fire, lightning, poison
Damage immunities: Necrotic; bludgeoning, slashing and piercing from non-magic weapons
Condition immunities: Blind, confused, feared, paralyzed, poisoned, stunned
Senses: Darksight 120', blindsight 60', truesight 60'
Passive perception: 18
Languages: Abyssal, common, deep speech
Challenge: 10 (5,900 XP)

Cull the Injured: When Bhaal damages a creature with a melee attack and leaves them with 10 or fewer remaining hit points, the creature must make a DC 14 constitution saving throw or be reduced to 0 hit points. If Bhaal damages a dying creature, then the creature immediately dies.

Divine shell: When Bhaal is slain, he does not leave a corpse behind and his essence flees to his domain in the Throne of Blood.

Legendary resistance (3/day): When Bhaal fails a saving throw, he may choose to succeed instead.

Magic resistance: Bhaal has advantage on saving throws against spells and other magical effects.

Magic weapons: Bhaal's weapons are treated as magical.

Regeneration: Bhaal heals 10 points of damage at the beginning of his turn, and does not die while at 0 hit points. This regeneration is negated for one round if he is dealt radiant damage or comes in contact with holy water, and he is slain on any turn in which his regeneration is negated and his hit point total is 0.

Actions

Multiattack: Bhaal uses his fear aura and makes two attacks with his claws or two with his spines or one with his claw and one with his spines.

Claw: Melee weapon attack +10 to hit, 15 ft reach. On hit, the target is dealt 13 (2d6+6) slashing damage and 7 (2d6) necrotic damage.

Fear aura: Creatures within 120 feet of Bhaal must make a DC 14 Wisdom saving throw or be afflicted with the frightened condition. Creatures may remake this saving throw at the start of each round, and end its effects on a successful save. A creature who makes this saving throw is immune to Bhaal's fear aura for the next 24 hours.

Spines: Ranged weapon attack +10 to hit, 60/240 ft range. On hit, the target is dealt 16 (3d6+6) piercing damage.

Legendary actions (2/ round): Bhaal may make two actions a round from the list provided here. These actions must be taken at the end of a different creature's turn, and only one action may be taken at a time.
-Claw: Bhaal makes a single claw attack.
-Hail of Thorns (2 legendary actions): Bhaal releases a shower of spines, dealing 14 (4d6) damage to all creatures within a 60 foot radius. A creature may make a DC 17 reflex saving throw to reduce the damage by half.
-Spines: Bhaal makes a single spine attack.

Gnomes2169
2015-02-05, 03:30 PM
Bhaal, Lord of Murder; The Ravager
Gargantuan fiend, chaotic evil

Armor class: 25 (Natural armor)
Hit points: 656 (32d20+320)
Speed: 90 ft, 45 burrow

StrDexConIntWisCha
30(+10)18(+4)30(+10)16(+3)24(+7)30(+10)

Saving throws: Strength +19, dexterity +13, intelligence +12, wisdom +16
Skills: Athletics +19, intimidation +19, perception +25
Damage vulnerabilities: Radiant
Damage immunities: Fire, lightning, necrotic, poison; Bludgeoning, slashing and piercing from non-magic weapons.
Condition immunities: Blind, charmed, confused, feared, poisoned, paralyzed, prone, stunned
Senses: Darkvision 240 ft, blindsight 120 ft, truesight 210 ft
Passive perception: 35
Languages: Abyssal, common, deep speech, primordial, undercommon
Challenge: 30 (155,000 XP)

Cull the Injured: When Bhaal damages a creature with a melee attack and leaves them with 30 or fewer remaining hit points, the creature must make a DC 27 constitution saving throw or be reduced to 0 hit points. If Bhaal damages a dying creature, then the creature immediately dies.

Divine shell: When Bhaal is slain, he does not leave a corpse behind and his essence flees to his domain in the Throne of Blood.

Innate spellcasting: Bhaal can cast the following spells without spell components. The save DC is 27, and his spell attack bonus is +19 (Charisma based).
-At will: Fire ball, wall of fire
-3/ day: Holy word

Legendary resistance (5/day): When Bhaal fails a saving throw, he may choose to succeed instead.

Limited magic immunity: Bhaal is immune to any negative effects from level 6 or lower spells, and has advantage on his saving throws against spells and magical effects.

Magic weapons: Bhaal's weapons are treated as magical.

Regeneration: Bhaal heals 30 points of damage at the beginning of his turn, and does not die while at 0 hit points. This regeneration is negated for one round if he is dealt radiant damage or comes in contact with holy water, and he is slain on any turn in which his regeneration is negated and his hit point total is 0.

Actions

Multiattack: Bhaal uses his fear aura and makes three attacks, two with his claws or spines and one with his bite, tail or spines.

Bite: Melee weapon attack, +19 to hit, 10 ft reach. On hit the target is dealt 23 (3d8+10) piercing damage and 14 (4d6) necrotic damage. Large or smaller creatures damaged by this attack are grappled, and Bhaal may not make a bite attack against another creature until this grapple ends. A creature may make a DC 27 acrobatics or athletics check to escape this grapple.

Claw: Melee weapon attack, +19 hit, 15 ft reach. On hit the target is dealt 20 (3d6+10) slashing damage and 10 (3d6) necrotic damage.

Fear aura: Creatures within 120' of Bhaal must make a DC 27 charisma saving throw or be afflicted with the frightened condition. Creatures may remake this saving throw at the start of each round, and end its effects on a successful save. A creature who makes this saving throw is immune to Bhaal's fear aura for the next 24 hours.

Spines: Ranged weapon attack, +19 to hit, 90/270 ft range. On hit the target is dealt 28 (4d8+10) piercing damage.

Tail: Melee weapon attack, +19 to hit, 20 ft reach. On hit the target is dealt 20 (3d6+10) bludgeoning damage. A creature damaged by this attack is grappled, and dealt 28 (8d6) necrotic damage at the beginning of a round that they are grappled in this way. Until the grapple is broken, Bhaal may not make a tail attack against a new creature. A creature may make a DC 27 acrobatics or athletics check to escape this grapple.

Tectonic spikes (recharge 5/6): Slamming a claw into the earth, Bhaal drags spikes made of bones from the throne of blood into the world to pierce his enemies. A ripple of bones rise from the earth in a 90' cone, forcing creatures within this area to make a DC 27 dexterity saving throw. A creature that fails this saving throw is dealt 81 (18d8) piercing damage and restrained until the start of Bhaal's next turn. A creature that succeeds on this saving throw is dealt half of this damage.

Legendary actions (4/ round): Bhaal may make four actions a round from the list provided here. These actions must be taken at the end of a different creature's turn, and only one action may be taken at a time.
-Claw: Bhaal makes a single claw attack.
-Hail of thorns (2 legendary actions): Bhaal releases a shower of spines, dealing 27 (6d8) damage to all creatures within a 60 feet of him. A creature may make a DC 27 reflex saving throw to reduce this damage by half.
-Spine: Bhaal makes a single spine attack.
-Throw away: Bhaal throws a creature he is grappling up to 60 feet away. This creature is dealt 31 (6d6+10) damage and knocked prone. If it would collide with another creature or object, then both of them are dealt an additional 14 (4d6) damage, and both are knocked prone.

Gnomes2169
2015-02-09, 07:30 PM
Bhaal, lord of murder; The Slayer
Medium fiend, chaotic evil

Armor class: 22 (Studded leather)
Hit points: 377 (26d8+260)
Speed: 50 ft, 100 fly

StrDexConIntWisCha
14(+2)30(+10)30(+10)24(+7)16(+3)30(+10)

Saving throws: Strength +11, dexterity +19, intelligence +16, wisdom +12
Skills: Acrobatics +19, arcane +16, deception +19, intimidation +19, perception +21, religion +16, stealth +28
Damage immunities: Fire, necrotic, poison; Bludgeoning, slashing and piercing from non-magic weapons.
Condition immunities: Blind, charmed, confused, feared, poisoned, paralyzed, prone, stunned
Senses: Darkvision 240 ft, blindsight 200 ft, truesight 150 ft
Passive perception: 31
Languages: Abyssal, common, deep speech, primordial, undercommon
Challenge: 30 (155,000 XP)

Assassinate: During his first turn, Bhaal has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Bhaal scores against a surprised creature is a critical hit.

Cull the Injured: When Bhaal damages a creature with a melee attack and leaves them with 30 or fewer remaining hit points, the creature must make a DC 27 constitution saving throw or be reduced to 0 hit points. If Bhaal damages a dying creature, then the creature immediately dies.

Divine shell: When Bhaal is slain, he does not leave a corpse behind and his essence flees to his domain in the Throne of Blood.

Devil sight: Bhaal can see up to 240' in all kinds of darkness, even darkness magical in origin.

Innate spellcasting: Bhaal can cast the following spells without spell components. The save DC is 27, and his spell attack bonus is +19 (Charisma based).
-At will: Fire ball, wall of fire
-3/ day: Holy word

Legendary resistance (5/day): When Bhaal fails a saving throw, he may choose to succeed instead.

Limited magic immunity: Bhaal is immune to any negative effects from level 6 or lower spells, and has advantage on his saving throws against spells and magical effects.

Magic weapons: Bhaal's weapons are treated as magical.

Pool of Darkness: At be beginning of his turn Bhaal is surrounded in a 60 ft radius sphere of magical darkness. Normal darkvision does not pierce the concealment provided by this sphere, and the darkness can only be dispelled by a light spell of level 3 or higher. This darkness lasts for as long as Bhaal remains within the sphere.

Regeneration: Bhaal heals 20 points of damage at the beginning of his turn, and does not die while at 0 hit points. This regeneration is negated for one round if he is dealt radiant damage or comes in contact with holy water, and he is slain on any turn in which his regeneration is negated and his hit point total is 0.

Spellcasting: Bhaal is treated as a level 13 spellcaster. His spellcasting ability is intelligence. His spell DC is 24, and his spell attack bonus is +17. All expended spell slots are refresh after a long rest.
-Level 1 (4 slots): Inflict wounds, shield, Tasha's hideous laughter
-Level 2 (3 slots): Augury, crown of madness, mirror image
-Level 3 (3 slots): Animate dead, hunger of Hadar, nondetection
-Level 4 (3 slots): Confusion, divination, Evard's black tentacles
-Level 5 (3 slots): Cloudkill, contagion, mislead
-Level 6 (1 slot): Circle of death, create undead
-Level 7 (1 slot): Finger of death

Sneak attack (1/turn): Bhaal deals an extra 35 (10d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Bhaal that isn't incapacitated and Bhaal doesn't have disadvantage on the attack roll.

Actions

Multiattack: Bhaal makes four dagger attacks and then uses shadow fade, or teleports and then uses fan of knives, casts a spell or shadow fades.

Dagger: Melee weapon attack (thrown), +19 to hit, 5 ft reach, range 60/ 180. On hit, the target is dealt 15 (2d4+10) piercing damage and 18 (4d8) necrotic damage. If a dagger is thrown, it fades from reality in the following round and reappears in Bhaal's possession.

Fan of knives: Bhaal releases a wave of knives in a 90 foot cone, piercing them with fell blades that fade from reality shortly after. Creatures in this cone must make a DC 27 dexterity saving throw. On a failed save, a creature is dealt 60 (24d4) piercing damage and an additional 27 (6d8) necrotic damage. On a successful save, the creature is dealt half this damage instead.

Shadow fade: When Bhaal starts or ends his turn within an area of dim or darker light, he is considered invisible until he enters an area of bright light, he attacks a creature or until he casts a spell with verbal or somatic components.

Teleportation: Bhaal immediately teleports up to 100 feet in a direction of his choosing, creating a pool of darkness at his destination when he does so.

Legendary actions (5/ round): Bhaal may make five actions a round from the list provided here. These actions must be taken at the end of a different creature's turn, and only one action may be taken at a time.
-Dagger: Bhaal makes an attack with a dagger.
-Miasma: Bhaal targets one creature within 120 feet that is currently maintaining concentration on an effect. That creature must immediately make a DC 18 concentration save at disadvantage, and if they fail then the effect they are concentrating on ends.
-Necrotic surge (2 actions): Living creatures that are within 60' of Bhaal must make a wisdom saving throw or have disadvantage imposed on their ability checks and attack rolls until the end of their next turn.
-Perception: Bhaal makes a perception check.

Gnomes2169
2015-02-19, 04:24 AM
There we go, Bhaal is finally completely finished! Comments, criteques and pretty much any tweaks would be greatly appreciated for the newborn ravager at the very least so that I know what I need to nerf before I throw it at my players tomorrow.

SMac8988
2019-07-12, 05:44 PM
I'm using these tonight for my steamed game. They are so fantasic!!

skaeren
2019-07-17, 07:37 PM
Wow. Exciting!

Gnomes2169
2019-07-18, 12:41 PM
Since this is getting more attention, I figure I should probably update the language/ actual stats in some places to make this project read better, play more to what I was hoping it would be, and to fit the language of the system better. (For example, there are no "Natural attacks" in 5e, so those have all been changed to Weapon Attacks.)

Really, the only mechanical changes were to the Slayer's necrotic damage (which became much nastier), the Ravager's fear aura (which targets Wisdom like the vast majority of fear effects in the game) and the movement speed of the grown up Ravager (who has become zippy fast). Other than that, they are effectively unchanged.