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<blockquote data-quote="Cleon" data-source="post: 9054341" data-attributes="member: 57383"><p>If that's the case why have you made it Challenge 13 when the Cairn Wight is 16?</p><p></p><p>Wouldn't be too hung up on the relative strengths of a standard Wight and Wraith, since these are unique Stone Giant Undead.</p><p></p><p>I'm assuming that the Cairn Wights are going to be the Dodkong's most powerful servants, since the original 3E description of his kingdom had 20 of them as its head honchos.</p><p></p><p>So the Cairn Wight is more like a Nazgul or Death Knight than an ordinary Common Wight. They're the Big Bads top lieutenants, not necropolis cannon fodder.</p><p></p><p>Regarding the Cairn Wraiths, I was imagining them as being somewhat comparable to Shadows strengthwise, which'd make them a bit lower on the undead hierarchy than a Cairn Wight. They've got all those "shadowy powers" after all.</p><p></p><p>Furthermore, I'm thinking the Cairn Wraiths should have a low enough CR it'd be practical to have one or maybe two of them team up with a Cairn Wight and a bunch of Cairn Zombies or Shadows for a serious encounter that isn't so overwhelmingly lethal the PCs would have little or no chance of surviving it.</p><p></p><p>That'd likely also involve dropping the Legendary Actions and <em>maybe</em> even making them CR 12 or less.</p><p></p><p>Primarily just to keep the encounter complexity manageable. It's best to have only one or at most two enemies in an encounter have Legendary Actions. If there's a whole bunch of them, the poor DM will have trouble keeping track of it all.</p><p></p><p>Think of Cairn Wraith as being like Spectres, which suffered a major power drop in 5E to become weaker than a Wraith. Spectres in early editions of AD&D were more powerful than Wraiths, the 5E version is not only a fraction as powerful as a Wraith, it's barely stronger than a Shadow.</p></blockquote><p></p>
[QUOTE="Cleon, post: 9054341, member: 57383"] If that's the case why have you made it Challenge 13 when the Cairn Wight is 16? Wouldn't be too hung up on the relative strengths of a standard Wight and Wraith, since these are unique Stone Giant Undead. I'm assuming that the Cairn Wights are going to be the Dodkong's most powerful servants, since the original 3E description of his kingdom had 20 of them as its head honchos. So the Cairn Wight is more like a Nazgul or Death Knight than an ordinary Common Wight. They're the Big Bads top lieutenants, not necropolis cannon fodder. Regarding the Cairn Wraiths, I was imagining them as being somewhat comparable to Shadows strengthwise, which'd make them a bit lower on the undead hierarchy than a Cairn Wight. They've got all those "shadowy powers" after all. Furthermore, I'm thinking the Cairn Wraiths should have a low enough CR it'd be practical to have one or maybe two of them team up with a Cairn Wight and a bunch of Cairn Zombies or Shadows for a serious encounter that isn't so overwhelmingly lethal the PCs would have little or no chance of surviving it. That'd likely also involve dropping the Legendary Actions and [I]maybe[/I] even making them CR 12 or less. Primarily just to keep the encounter complexity manageable. It's best to have only one or at most two enemies in an encounter have Legendary Actions. If there's a whole bunch of them, the poor DM will have trouble keeping track of it all. Think of Cairn Wraith as being like Spectres, which suffered a major power drop in 5E to become weaker than a Wraith. Spectres in early editions of AD&D were more powerful than Wraiths, the 5E version is not only a fraction as powerful as a Wraith, it's barely stronger than a Shadow. [/QUOTE]
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