Can the Necromancy wizard's Command Undead feature be used on the Nightwalker from Mordenkainen's Tome of...












10












$begingroup$


The School of Necromancy wizard has the Command Undead feature (PHB, p. 119):




Starting at 14th level, you can use magic to bring undead under your
control, even those created by other wizards. As an action, you can
choose one undead that you can see within 60 feet of you. That
creature must make a Charisma saving throw against your wizard spell
save DC. If it succeeds, you can't use this feature on it again. If it
fails, it becomes friendly to you and obeys your commands until you
use this feature again.



Intelligent undead are harder to control in this way. If the target
has an Intelligence of 8 or higher, it has advantage on the saving
throw. If it fails the saving throw and has an Intelligence of 12 or
higher, it can repeat the saving throw at the end of every hour until
it succeeds and breaks free.




The Nightwalker from Mordenkainen's Tome of Foes (p. 216) has 8 charisma, 6 intelligence and a CR of 20.



Isn't it a bit crazy? Outside of simply not putting this thing in the game if you have a necromancy wizard in it, what else can happen (or can the DM do) that is gonna prevent the game from breaking?










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$endgroup$












  • $begingroup$
    @Erik See this FAQ for why your comment was removed. Thanks!
    $endgroup$
    – SevenSidedDie
    Feb 9 at 22:42
















10












$begingroup$


The School of Necromancy wizard has the Command Undead feature (PHB, p. 119):




Starting at 14th level, you can use magic to bring undead under your
control, even those created by other wizards. As an action, you can
choose one undead that you can see within 60 feet of you. That
creature must make a Charisma saving throw against your wizard spell
save DC. If it succeeds, you can't use this feature on it again. If it
fails, it becomes friendly to you and obeys your commands until you
use this feature again.



Intelligent undead are harder to control in this way. If the target
has an Intelligence of 8 or higher, it has advantage on the saving
throw. If it fails the saving throw and has an Intelligence of 12 or
higher, it can repeat the saving throw at the end of every hour until
it succeeds and breaks free.




The Nightwalker from Mordenkainen's Tome of Foes (p. 216) has 8 charisma, 6 intelligence and a CR of 20.



Isn't it a bit crazy? Outside of simply not putting this thing in the game if you have a necromancy wizard in it, what else can happen (or can the DM do) that is gonna prevent the game from breaking?










share|improve this question











$endgroup$












  • $begingroup$
    @Erik See this FAQ for why your comment was removed. Thanks!
    $endgroup$
    – SevenSidedDie
    Feb 9 at 22:42














10












10








10


1



$begingroup$


The School of Necromancy wizard has the Command Undead feature (PHB, p. 119):




Starting at 14th level, you can use magic to bring undead under your
control, even those created by other wizards. As an action, you can
choose one undead that you can see within 60 feet of you. That
creature must make a Charisma saving throw against your wizard spell
save DC. If it succeeds, you can't use this feature on it again. If it
fails, it becomes friendly to you and obeys your commands until you
use this feature again.



Intelligent undead are harder to control in this way. If the target
has an Intelligence of 8 or higher, it has advantage on the saving
throw. If it fails the saving throw and has an Intelligence of 12 or
higher, it can repeat the saving throw at the end of every hour until
it succeeds and breaks free.




The Nightwalker from Mordenkainen's Tome of Foes (p. 216) has 8 charisma, 6 intelligence and a CR of 20.



Isn't it a bit crazy? Outside of simply not putting this thing in the game if you have a necromancy wizard in it, what else can happen (or can the DM do) that is gonna prevent the game from breaking?










share|improve this question











$endgroup$




The School of Necromancy wizard has the Command Undead feature (PHB, p. 119):




Starting at 14th level, you can use magic to bring undead under your
control, even those created by other wizards. As an action, you can
choose one undead that you can see within 60 feet of you. That
creature must make a Charisma saving throw against your wizard spell
save DC. If it succeeds, you can't use this feature on it again. If it
fails, it becomes friendly to you and obeys your commands until you
use this feature again.



Intelligent undead are harder to control in this way. If the target
has an Intelligence of 8 or higher, it has advantage on the saving
throw. If it fails the saving throw and has an Intelligence of 12 or
higher, it can repeat the saving throw at the end of every hour until
it succeeds and breaks free.




The Nightwalker from Mordenkainen's Tome of Foes (p. 216) has 8 charisma, 6 intelligence and a CR of 20.



Isn't it a bit crazy? Outside of simply not putting this thing in the game if you have a necromancy wizard in it, what else can happen (or can the DM do) that is gonna prevent the game from breaking?







dnd-5e class-feature wizard undead necromancy






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edited Feb 9 at 22:10









V2Blast

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22.7k371142










asked Feb 9 at 21:47









Pedro DiePedro Die

535




535












  • $begingroup$
    @Erik See this FAQ for why your comment was removed. Thanks!
    $endgroup$
    – SevenSidedDie
    Feb 9 at 22:42


















  • $begingroup$
    @Erik See this FAQ for why your comment was removed. Thanks!
    $endgroup$
    – SevenSidedDie
    Feb 9 at 22:42
















$begingroup$
@Erik See this FAQ for why your comment was removed. Thanks!
$endgroup$
– SevenSidedDie
Feb 9 at 22:42




$begingroup$
@Erik See this FAQ for why your comment was removed. Thanks!
$endgroup$
– SevenSidedDie
Feb 9 at 22:42










1 Answer
1






active

oldest

votes


















11












$begingroup$

Sure, it can.



It is a bit crazy! But everything wizards do at that level is a bit crazy.



A 14th-level necromancer is, like, Sauron-tier. The point of being someone like that is precisely to call up terrible minions from the grave and terrorize the land with them. The Nightwalker is a great fit for the role of "big dumb undead minion" rather than being a boss in its own right.



What most DMs do to prevent the game from breaking is to simply not play at 14th level.



If one of your PCs is a necromancer, and you throw a Nightwalker at them, then the player wrangling the monster and yelling "Yee-haw!" from its back while they stomp around is probably the exact outcome you expect.






share|improve this answer









$endgroup$









  • 2




    $begingroup$
    Riding around on the back of a Nightwalker is going to be a pretty bad idea, given its Aura.
    $endgroup$
    – Erik
    Feb 9 at 22:39






  • 2




    $begingroup$
    @Erik Hilarity ensues.
    $endgroup$
    – Mark Wells
    Feb 9 at 22:41













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1 Answer
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active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









11












$begingroup$

Sure, it can.



It is a bit crazy! But everything wizards do at that level is a bit crazy.



A 14th-level necromancer is, like, Sauron-tier. The point of being someone like that is precisely to call up terrible minions from the grave and terrorize the land with them. The Nightwalker is a great fit for the role of "big dumb undead minion" rather than being a boss in its own right.



What most DMs do to prevent the game from breaking is to simply not play at 14th level.



If one of your PCs is a necromancer, and you throw a Nightwalker at them, then the player wrangling the monster and yelling "Yee-haw!" from its back while they stomp around is probably the exact outcome you expect.






share|improve this answer









$endgroup$









  • 2




    $begingroup$
    Riding around on the back of a Nightwalker is going to be a pretty bad idea, given its Aura.
    $endgroup$
    – Erik
    Feb 9 at 22:39






  • 2




    $begingroup$
    @Erik Hilarity ensues.
    $endgroup$
    – Mark Wells
    Feb 9 at 22:41


















11












$begingroup$

Sure, it can.



It is a bit crazy! But everything wizards do at that level is a bit crazy.



A 14th-level necromancer is, like, Sauron-tier. The point of being someone like that is precisely to call up terrible minions from the grave and terrorize the land with them. The Nightwalker is a great fit for the role of "big dumb undead minion" rather than being a boss in its own right.



What most DMs do to prevent the game from breaking is to simply not play at 14th level.



If one of your PCs is a necromancer, and you throw a Nightwalker at them, then the player wrangling the monster and yelling "Yee-haw!" from its back while they stomp around is probably the exact outcome you expect.






share|improve this answer









$endgroup$









  • 2




    $begingroup$
    Riding around on the back of a Nightwalker is going to be a pretty bad idea, given its Aura.
    $endgroup$
    – Erik
    Feb 9 at 22:39






  • 2




    $begingroup$
    @Erik Hilarity ensues.
    $endgroup$
    – Mark Wells
    Feb 9 at 22:41
















11












11








11





$begingroup$

Sure, it can.



It is a bit crazy! But everything wizards do at that level is a bit crazy.



A 14th-level necromancer is, like, Sauron-tier. The point of being someone like that is precisely to call up terrible minions from the grave and terrorize the land with them. The Nightwalker is a great fit for the role of "big dumb undead minion" rather than being a boss in its own right.



What most DMs do to prevent the game from breaking is to simply not play at 14th level.



If one of your PCs is a necromancer, and you throw a Nightwalker at them, then the player wrangling the monster and yelling "Yee-haw!" from its back while they stomp around is probably the exact outcome you expect.






share|improve this answer









$endgroup$



Sure, it can.



It is a bit crazy! But everything wizards do at that level is a bit crazy.



A 14th-level necromancer is, like, Sauron-tier. The point of being someone like that is precisely to call up terrible minions from the grave and terrorize the land with them. The Nightwalker is a great fit for the role of "big dumb undead minion" rather than being a boss in its own right.



What most DMs do to prevent the game from breaking is to simply not play at 14th level.



If one of your PCs is a necromancer, and you throw a Nightwalker at them, then the player wrangling the monster and yelling "Yee-haw!" from its back while they stomp around is probably the exact outcome you expect.







share|improve this answer












share|improve this answer



share|improve this answer










answered Feb 9 at 22:31









Mark WellsMark Wells

6,23411745




6,23411745








  • 2




    $begingroup$
    Riding around on the back of a Nightwalker is going to be a pretty bad idea, given its Aura.
    $endgroup$
    – Erik
    Feb 9 at 22:39






  • 2




    $begingroup$
    @Erik Hilarity ensues.
    $endgroup$
    – Mark Wells
    Feb 9 at 22:41
















  • 2




    $begingroup$
    Riding around on the back of a Nightwalker is going to be a pretty bad idea, given its Aura.
    $endgroup$
    – Erik
    Feb 9 at 22:39






  • 2




    $begingroup$
    @Erik Hilarity ensues.
    $endgroup$
    – Mark Wells
    Feb 9 at 22:41










2




2




$begingroup$
Riding around on the back of a Nightwalker is going to be a pretty bad idea, given its Aura.
$endgroup$
– Erik
Feb 9 at 22:39




$begingroup$
Riding around on the back of a Nightwalker is going to be a pretty bad idea, given its Aura.
$endgroup$
– Erik
Feb 9 at 22:39




2




2




$begingroup$
@Erik Hilarity ensues.
$endgroup$
– Mark Wells
Feb 9 at 22:41






$begingroup$
@Erik Hilarity ensues.
$endgroup$
– Mark Wells
Feb 9 at 22:41




















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