Meet Baal the Plague, Baal is a demon, Baal is always trying to get stronger.
Baal has two unique abilities against a 6 to 7 person party of levels 6 to 8s
Soul Suck - Con Save DC 22 or player takes 1d4+1 temporary Con dmg that increases Baal's Con proportionally.
What's yours is mine - Int Save DC 18, Baal takes one ability or spell from the player and learns it for himself, player must treat said ability or spell as though they've used it until their next short or long rest. Ex- Baal steals a level 2 spell from the sorcerer, I roll a die to decide which spell Baal learns and player must burn said spell slot as though he used the spell.
Whatever ability he takes he follows the rules for. So if he takes misty step from the rogue he can only use it as the rogue can. If he steals a level 2 slot of a spell he can only use it at that level for as many slots as he has.
The con save is high because my party is all fighters and barbarians so its balanced to saves they can make.
Also Baal can either use one of these abilities as an action OR use his multi attack plus a bonus action. So the action economy still favors the party in a 6 v 1 fight
I used a pit fiends stat block and played with the numbers to get the saves.
Whatever ability he takes he follows the rules for. So if he takes misty step from the rogue he can only use it as the rogue can. If he steals a level 2 slot of a spell he can only use it at that level for as many slots as he has.
The con save is high because my party is all fighters and barbarians so its balanced to saves they can make.
Also Baal can either use one of these abilities as an action OR use his multi attack plus a bonus action. So the action economy still favors the party in a 6 v 1 fight
I used a pit fiends stat block and played with the numbers to get the saves.
Usually when you look at a stat block for an enemy, you can tell which stat combined with their proficiency makes their DCs. If he is just able to do these abilities, does he have low HP/AC to make up for the fact he's sucking CON points and spell slots from the PCs?
If you're going to use Soul Suck, I'd restrict it so that the effect does not stack on Baal. Remember that this will give Baal +1 or +2 to his CON modifier, increasing his own max health proportionately, while decreasing the party's max health at the same time.
Or, you can even change the skill slightly so that the player loses 1d4+1 CON, and any hitpoints that are lost as a result are transferred to Baal as temporary health. This skill can only be used once, but at the start of each of his turns has a chance to recharge on a roll of a 5 or 6 on a d6.
The action economy can be balanced a little by saying this ability occurs on a hit during a normal attack, instead of giving it its own action requirement.
I think it would be better if he just learns the ability but the character still knows/has it. Maybe he has mind reading powers or something like that and once per round he can put disadvantage on an attack against him. Also, maybe the Soul Suck doesn't increase his Con, because that is tricky to figure out mid fight sometimes, but it just gives him a tonne of temp hp?
It depends on Baal's other abilities to take and deal damage. If you require both of those abilities to recharge--e.g., 5-6 on a d6--that will make them quite a bit less overpowering if you find his CR is too high as written. Good luck.
Also, maybe the Soul Suck doesn't increase his Con, because that is tricky to figure out mid fight sometimes, but it just gives him a tonne of temp hp?
It would just be adding the number of hitdice to their current health, which would be like 13 or something depending on the monster.
I think that there isn't enough to tell because you are just giving us abilities and not any other stats. I personally would get rid of soul suck bc of the amount of math it's going to force everyone to do. If you want the fight to flow without coming to grinding halt while everyone subtracts hp to their con while you figure how much hp is now in the creature I would say leave it be but I would recommend you coming with an alternative. As for the stealing spells, I would say just have him steal spell slots. Unless you really know the spells of your players, just make it easier on yourself and do something simple.
Even if the ability itself isn't so strong, save DCs should never be higher than 16 or so for 6th, 7th level characters. Maybe power up the Con damage if you feel you need more oomph? Other than that, looks great!
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Wizard (Gandalf) of the Tolkien Club
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Meet Baal the Plague, Baal is a demon, Baal is always trying to get stronger.
Baal has two unique abilities against a 6 to 7 person party of levels 6 to 8s
Soul Suck - Con Save DC 22 or player takes 1d4+1 temporary Con dmg that increases Baal's Con proportionally.
What's yours is mine - Int Save DC 18, Baal takes one ability or spell from the player and learns it for himself, player must treat said ability or spell as though they've used it until their next short or long rest. Ex- Baal steals a level 2 spell from the sorcerer, I roll a die to decide which spell Baal learns and player must burn said spell slot as though he used the spell.
Is this too much or just right?
If it's just abilities he can use whenever, way too strong. Maybe have them both as once a day each, or a recharge on a 6 on a d6 roll.
What ability is making these DCs? His charisma, intelligence, wisdom? DC22 seems pretty high.
Whatever ability he takes he follows the rules for. So if he takes misty step from the rogue he can only use it as the rogue can. If he steals a level 2 slot of a spell he can only use it at that level for as many slots as he has.
The con save is high because my party is all fighters and barbarians so its balanced to saves they can make.
Also Baal can either use one of these abilities as an action OR use his multi attack plus a bonus action. So the action economy still favors the party in a 6 v 1 fight
I used a pit fiends stat block and played with the numbers to get the saves.
I'm debating if the ability to steal is too punishing or makes narrative sense.
The whole feel is the more times they face him and don't send him back to abyss the stronger he gets. which promotes urgency in dealing with him
Usually when you look at a stat block for an enemy, you can tell which stat combined with their proficiency makes their DCs. If he is just able to do these abilities, does he have low HP/AC to make up for the fact he's sucking CON points and spell slots from the PCs?
If you're going to use Soul Suck, I'd restrict it so that the effect does not stack on Baal. Remember that this will give Baal +1 or +2 to his CON modifier, increasing his own max health proportionately, while decreasing the party's max health at the same time.
Or, you can even change the skill slightly so that the player loses 1d4+1 CON, and any hitpoints that are lost as a result are transferred to Baal as temporary health. This skill can only be used once, but at the start of each of his turns has a chance to recharge on a roll of a 5 or 6 on a d6.
The action economy can be balanced a little by saying this ability occurs on a hit during a normal attack, instead of giving it its own action requirement.
I think it would be better if he just learns the ability but the character still knows/has it. Maybe he has mind reading powers or something like that and once per round he can put disadvantage on an attack against him. Also, maybe the Soul Suck doesn't increase his Con, because that is tricky to figure out mid fight sometimes, but it just gives him a tonne of temp hp?
It depends on Baal's other abilities to take and deal damage. If you require both of those abilities to recharge--e.g., 5-6 on a d6--that will make them quite a bit less overpowering if you find his CR is too high as written. Good luck.
Recently returned to D&D after 20+ years.
Unapologetic.
It would just be adding the number of hitdice to their current health, which would be like 13 or something depending on the monster.
Thank you all for the feedback!
I think that there isn't enough to tell because you are just giving us abilities and not any other stats. I personally would get rid of soul suck bc of the amount of math it's going to force everyone to do. If you want the fight to flow without coming to grinding halt while everyone subtracts hp to their con while you figure how much hp is now in the creature I would say leave it be but I would recommend you coming with an alternative. As for the stealing spells, I would say just have him steal spell slots. Unless you really know the spells of your players, just make it easier on yourself and do something simple.
Even if the ability itself isn't so strong, save DCs should never be higher than 16 or so for 6th, 7th level characters. Maybe power up the Con damage if you feel you need more oomph? Other than that, looks great!
Wizard (Gandalf) of the Tolkien Club