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General Tabletop Discussion
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Nightwalker: Really a CR 20?
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<blockquote data-quote="AtomicPope" data-source="post: 7531935" data-attributes="member: 64790"><p>I've used Nightwalkers in my game and their power comes from the permanent effects of their special abilities. Imagine playing the same hero since 1st level for over 2 years. The barrier of Fading Lands near your home town finally collapses opening a rift to Shadowfell. The town you called home for 2 years in real time is completely annihilated and your 17th level cleric cannot bring anyone back. You use Divine Intervention and only your god's hand can bring the dead to life, and just one person. When the PCs listen to the story they discover what they're up against. When you're reduced to zero hit points near a Nightwalker you're annihilated, like Thanos snapping his fingers. Gone. Then the terror sets in. They have to hunt down two of them.</p><p></p><p>That was how I introduced my high level players to Nightwalkers. I think you're underestimating the power of permanent death in a game that has Resurrection. Nightwalker's can destroy a Wizard or Rogue in a single turn with above average rolls. Their Annihilating Aura is where the power comes from. If a PC fails their save the Nightwalker get Advantage on attack rolls, and mind you a DC 21 Constitution save is not easy. Most non-fighting classes will fail that save even at 20th level. Combine this with the fact that Enervating Focus reduces a PC's hit point maximum by the amount of damage done which could be over 100hp total in a single round of attacks and you have a very, very dangerous monster. If the party doesn't have someone to cast a Heal Spell the PC getting attacked will be permanently destroyed in a round or two because normal healing won't work.</p><p></p><p>About defenses, their AC is mediocre but with nearly 300 hit points and laundry list of resistances and immunities the Nightwalker are fairly durable. You don't beat a Nightwalker in a straight up fight. You banish them back to Shadowfell. It's really their only weakness.</p></blockquote><p></p>
[QUOTE="AtomicPope, post: 7531935, member: 64790"] I've used Nightwalkers in my game and their power comes from the permanent effects of their special abilities. Imagine playing the same hero since 1st level for over 2 years. The barrier of Fading Lands near your home town finally collapses opening a rift to Shadowfell. The town you called home for 2 years in real time is completely annihilated and your 17th level cleric cannot bring anyone back. You use Divine Intervention and only your god's hand can bring the dead to life, and just one person. When the PCs listen to the story they discover what they're up against. When you're reduced to zero hit points near a Nightwalker you're annihilated, like Thanos snapping his fingers. Gone. Then the terror sets in. They have to hunt down two of them. That was how I introduced my high level players to Nightwalkers. I think you're underestimating the power of permanent death in a game that has Resurrection. Nightwalker's can destroy a Wizard or Rogue in a single turn with above average rolls. Their Annihilating Aura is where the power comes from. If a PC fails their save the Nightwalker get Advantage on attack rolls, and mind you a DC 21 Constitution save is not easy. Most non-fighting classes will fail that save even at 20th level. Combine this with the fact that Enervating Focus reduces a PC's hit point maximum by the amount of damage done which could be over 100hp total in a single round of attacks and you have a very, very dangerous monster. If the party doesn't have someone to cast a Heal Spell the PC getting attacked will be permanently destroyed in a round or two because normal healing won't work. About defenses, their AC is mediocre but with nearly 300 hit points and laundry list of resistances and immunities the Nightwalker are fairly durable. You don't beat a Nightwalker in a straight up fight. You banish them back to Shadowfell. It's really their only weakness. [/QUOTE]
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Nightwalker: Really a CR 20?
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