Kaanyr Vhok - the Master of Hellgate Keep (2nd edition conversion)
Wanted to get peoples' feedback on Vhok that I whipped up this morning. I ported over as much as I could from Hellgrate Keep Dungeon Crawl. I might include him as a higher level threat in an underdark campaign. Too powerful? Too weak? His Scepter is what makes him a serious threat (and an excellent prize that would help a group of PCs stop epic level threats like demon princes after fighting him.)
https://scontent-iad3-1.xx.fbcdn.net...5e&oe=5AF954F8
Re: Kaanyr Vhok - the Master of Hellgate Keep (2nd edition conversion)
Hoping that image link works now.
Re: Kaanyr Vhok - the Master of Hellgate Keep (2nd edition conversion)
Quote:
Originally Posted by
hellgrammite
Hoping that image link works now.
It does indeed work.
Overall, looks like a decent monster. Didn't run the CR math on it, because I'm lazy, but I will if you'd like me to.
Re: Kaanyr Vhok - the Master of Hellgate Keep (2nd edition conversion)
Quote:
Originally Posted by
JNAProductions
It does indeed work.
Overall, looks like a decent monster. Didn't run the CR math on it, because I'm lazy, but I will if you'd like me to.
That would be great. Thanks
Re: Kaanyr Vhok - the Master of Hellgate Keep (2nd edition conversion)
HP-157.
Effective HP-157+90 (Legendary Resistances)=247
AC-20.
Effective AC-20+2 (saves)+2 (Magic Resistance)+1 (Parry)=25
Base DCR-13
Adjusted DCR for AC-16
DPR-(9+7)*2+(7+11)=50
Hit Bonus-+11 on average.
Save DCs-17 on average.
Base OCR-7
Adjusted OCR-9
16+9=25, 25/2=12.5, round up because he has spells and whatnot, CR=13.
In other words... For a CR 18 monster, this guy is gonna go down like a chump.
My advice? Up his HP significantly. Give him a bonus action to do something cool. Let him make a few more attacks (although admittedly, at-will Cause Fear is pretty good.)
Oh, and one thing I noticed-the whip poisons for one minute. It should allow a new save every turn.
Re: Kaanyr Vhok - the Master of Hellgate Keep (2nd edition conversion)
Quote:
Originally Posted by
JNAProductions
HP-157.
Effective HP-157+90 (Legendary Resistances)=247
AC-20.
Effective AC-20+2 (saves)+2 (Magic Resistance)+1 (Parry)=25
Base DCR-13
Adjusted DCR for AC-16
DPR-(9+7)*2+(7+11)=50
Hit Bonus-+11 on average.
Save DCs-17 on average.
Base OCR-7
Adjusted OCR-9
16+9=25, 25/2=12.5, round up because he has spells and whatnot, CR=13.
In other words... For a CR 18 monster, this guy is gonna go down like a chump.
My advice? Up his HP significantly. Give him a bonus action to do something cool. Let him make a few more attacks (although admittedly, at-will Cause Fear is pretty good.)
Oh, and one thing I noticed-the whip poisons for one minute. It should allow a new save every turn.
This math is largely spot on but if I remember correctly shouldn’t the DPR include three extra weapon attacks to account for the legendary actions?
Also, much like the whip’s poison the battleaxe’s instant decapitation on crit definitely needs a saving throw attached to it.