Obviously, your opinion may differ and that's fine. And wow, now you have a character who excels at something so much that they don't get to do it. Worse, they would especially stop using them if there was a paladin in the party that dominated any encounter with undead and made the other players seem inconsequential in the shadow of their glory. If that didn't happen (and its a stupid idea so of course it wouldn't) then DMs would quickly realize that most parties are going to make stomping grounds of undead creatures. which directly counteracts the point of making them vulnerable to radiant. First, they might just be given a ton more HP. If undead were vulnerable to radiant damage one of two things would inevitably happen. In fact, that's precisely what 5e does a lot of the time, especially with incorporeal undead. Honestly, it makes more sense to make them *resistant* to a whole bunch of stuff (or even almost everything) EXCEPT radiant than to make them vulnerable to radiant. if they were ALSO vulnerable to that damage? Forget about it. Meanwhile, paladins are already the absolute bane of undead since their smite, which is already incredibly powerful, does extra damage to them. Almost any cleric is going to take Sacred Flame for example, which is at-will radiant damage and a lot of their better spells use radiant damage as well. Also, PCs have a lot more access to radiant damage than they likely would have in past editions, and more than you realize. Vulnerability is incredibly strong in 5e, that's why *so few* creatures have any in the first place. I've thought the same but, no offense, it's a bad call. At least if they also have sunlight sensitivity. I'm just saying, more undead should be vulnerable to radiant damage. In addition, you might want to allow them an Intelligence - Religion check to know the following (accumulated - a roll of 25 or above would know all):ĭC5 (very easy): attacks twice with a weaponĭC10 (easy): has difficulty seeing and fighting while in the sunĭC15 (medium): has resistance to necrotic damage additionally, it is resistant to bludgeoning, piercing, and slashing from nonmagical attacks that aren't silveredĭC20 (hard): attacking the creature with poison has no effect and its life drain attack reduces opponents health maximum until a long restĭC25 (very hard): immune to exhaustion and poisoned - a humanoid slain by a life drain attack rises as a zombie 24 hours later - additionally that it has darkvision out to 60' The leathery, desiccated flesh is drawn tight across its bones, and the teeth have grown into sharp, jagged needles. Its wild, frantic eyes burn with malevolence. This medium creature resembles an armed and armored human corpse. Hit: 6 (1d8 + 2) piercing damage.ĭescribe the following to your players to provide better immersion - (show, don't tell during their first encounter): Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. The wight can have no more than twelve zombies under its control at one time. The target dies if this effect reduces its hit point maximum to 0.Ī humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. This reduction lasts until the target finishes a long rest. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. It can use its Life Drain in place of one longsword attack. The wight makes two longsword attacks or two longbow attacks. Monstrous Compendium Vol 3: Minecraft Creatures
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