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<blockquote data-quote="Cleon" data-source="post: 8861611" data-attributes="member: 57383"><p>By the way, don't forget that tweaking the WIS up by another ability score bonus point also increases the Perception skill to +7.</p><p></p><p>Okay, I've run it through the CR Calculator and it comes to Challenge 16 but that isn't allowing for it inflicting levels of exhaustion. There's no convenient checkbox for inflicting fatigue in the 5e.tools calculator.</p><p></p><p>Overall the Actions look fine, and I like the <em><strong>Rolling Rock</strong></em> attack although personally I'd have called it <em><strong>Rock Bowling</strong></em>.</p><p></p><p>However, I have one caveat. Why does it have necrotic damage and exhaustion levels on ALL its physical attacks? A normal wight's life draining touch only affects a single victim per turn and it has to make a deliberate touch attack. You're allowing it to do it with a rock it chucks at someone 80 yards away.</p><p></p><p>I'd prefer something more like the original Wight, which has:</p><p></p><p style="margin-left: 20px"><em><strong>Multiattack.</strong></em> The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.</p><p></p><p>Also, if it can summon shadows with <em><strong>Rend the Veil</strong></em>, perhaps its Life Drain creates shadows instead of zombies? It seems more fitting if that Legendary Action summons its previous victims rather than abducts some random shadow minding its own business in the Shadowfell.</p><p></p><p>Although I'd call it something different from Life Drain since it's mechanically distinct from the necrotic damage causing touch of a standard Wight. Maybe Death Touch or Soul Drain?</p><p></p><p>Oh, and the <em>restoration</em> wording is a bit confusing, especially the "or <em>greater restoration</em> (if there are 3 levels of exhaustion)" bit. What, do you have to use greater restoration for three levels of exhaustion. What about four or five levels of exhaustion?</p><p></p><p>If we make it a separate attack from the rocks/greatclub it will only get one opportunity to Soul Drain per round (unless we give it a Legendary Action that can Death Touch?) rather than up to five levels of exhaustion per round like the current draft (since its Multiattack and Legendary Actions allow for five greatclub attacks in the same round). With a single attack I'm wondering if you should open the possibility of it doing more than one level of exhaustion with a single hit, probably based on the success of the saving throw.</p><p></p><p>Finally, rather than "creature" I'd use "humanoid or giant" so it's can't create undead out of random vermin it squashes.</p><p></p><p>Putting that all together, the approach I'd go for would be along these lines:</p><p></p><p style="margin-left: 20px"><em><strong>Multiattack.</strong></em> The stone giant wight makes two greatclub attacks. It can use its Soul Drain in place of one greatclub attack.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em><strong>Soul Drain.</strong> Melee Weapon Attack:</em> +11 to hit, reach 15 ft., one creature. Hit: LOTS (#d# + 8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or suffer 1 level of exhaustion. <span style="color: red">If the target fails the saving throw by 5 points or more, it suffers an additional level of exhaustion</span>. This exhaustion remains until it is healed magically: a <em>lesser restoration</em> will remove one level of the exhaustion, a <em>greater restoration</em> will remove three levels. The target dies if it suffers 6 levels or exhaustion.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A humanoid or giant slain by this attack rises 24 hours later as a shadow under the stone giant wight's control, unless the victim is restored to life or its body is destroyed. The stone giant wight can have no more than twelve shadows under its control at one time.</p><p></p><p>I'm open to adding a Legendary Action that attacks with <em><strong>Soul Drain</strong></em>, i.e. "<em><strong>Death Touch (Costs 2 Actions).</strong></em> The stone giant wight uses Soul Drain."</p><p></p><p>Any thoughts?</p></blockquote><p></p>
[QUOTE="Cleon, post: 8861611, member: 57383"] By the way, don't forget that tweaking the WIS up by another ability score bonus point also increases the Perception skill to +7. Okay, I've run it through the CR Calculator and it comes to Challenge 16 but that isn't allowing for it inflicting levels of exhaustion. There's no convenient checkbox for inflicting fatigue in the 5e.tools calculator. Overall the Actions look fine, and I like the [I][B]Rolling Rock[/B][/I] attack although personally I'd have called it [I][B]Rock Bowling[/B][/I]. However, I have one caveat. Why does it have necrotic damage and exhaustion levels on ALL its physical attacks? A normal wight's life draining touch only affects a single victim per turn and it has to make a deliberate touch attack. You're allowing it to do it with a rock it chucks at someone 80 yards away. I'd prefer something more like the original Wight, which has: [INDENT][I][B]Multiattack.[/B][/I] The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.[/INDENT] Also, if it can summon shadows with [I][B]Rend the Veil[/B][/I], perhaps its Life Drain creates shadows instead of zombies? It seems more fitting if that Legendary Action summons its previous victims rather than abducts some random shadow minding its own business in the Shadowfell. Although I'd call it something different from Life Drain since it's mechanically distinct from the necrotic damage causing touch of a standard Wight. Maybe Death Touch or Soul Drain? Oh, and the [I]restoration[/I] wording is a bit confusing, especially the "or [I]greater restoration[/I] (if there are 3 levels of exhaustion)" bit. What, do you have to use greater restoration for three levels of exhaustion. What about four or five levels of exhaustion? If we make it a separate attack from the rocks/greatclub it will only get one opportunity to Soul Drain per round (unless we give it a Legendary Action that can Death Touch?) rather than up to five levels of exhaustion per round like the current draft (since its Multiattack and Legendary Actions allow for five greatclub attacks in the same round). With a single attack I'm wondering if you should open the possibility of it doing more than one level of exhaustion with a single hit, probably based on the success of the saving throw. Finally, rather than "creature" I'd use "humanoid or giant" so it's can't create undead out of random vermin it squashes. Putting that all together, the approach I'd go for would be along these lines: [INDENT][I][B]Multiattack.[/B][/I] The stone giant wight makes two greatclub attacks. It can use its Soul Drain in place of one greatclub attack.[/INDENT] [INDENT][/INDENT] [INDENT][I][B]Soul Drain.[/B] Melee Weapon Attack:[/I] +11 to hit, reach 15 ft., one creature. Hit: LOTS (#d# + 8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or suffer 1 level of exhaustion. [COLOR=red]If the target fails the saving throw by 5 points or more, it suffers an additional level of exhaustion[/COLOR]. This exhaustion remains until it is healed magically: a [I]lesser restoration[/I] will remove one level of the exhaustion, a [I]greater restoration[/I] will remove three levels. The target dies if it suffers 6 levels or exhaustion.[/INDENT] [INDENT][/INDENT] [INDENT]A humanoid or giant slain by this attack rises 24 hours later as a shadow under the stone giant wight's control, unless the victim is restored to life or its body is destroyed. The stone giant wight can have no more than twelve shadows under its control at one time.[/INDENT] I'm open to adding a Legendary Action that attacks with [I][B]Soul Drain[/B][/I], i.e. "[I][B]Death Touch (Costs 2 Actions).[/B][/I] The stone giant wight uses Soul Drain." Any thoughts? [/QUOTE]
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