(replaces Nightgaunts from the Core set)
Goal of this replacement set: The Nightgaunt set provides Hunter enemies for a specific selection of scenarios that have a layout surrounding one or two locations with the Central trait. The replacement set keeps both mechanical cornerstones (Hunter, Central) of the base set intact, but moves the focus more towards the Hunter part. Now, it’s the monster itself that pulls the player towards the central location while the treachery makes Hunter enemies come for players rapidly.
About this card: The base stats of the Stalking Nightgaunt are very similar to the base version. This one does have a special effect to force movement on every attack, thus potentially wasting players actions right away when it runs into them via the Hunter movement.
About this card: During Hunting Season the Hunter enemies are the ones being moved by the treachery, mirroring the base version that moves the players around. Potentially this can engage a player with several Hunter enemies at once if they completely botch the test. Note however that this only moves the enemies with Hunter, it won’t cause an immediate attack.
Aside from the Nightgaunts themselves, other Hunter enemies that appear in the same scenarios can be affected by Hunting Season as well. There’s not a whole lot of them in those scenarios but they are usually quite potent. Examples are some of the unique cultists in Midnight Masks, the Brotherhood Cultist in Threads of Fate and – if you are really unlucky – the Piper of Azathoth in Clutches of Chaos. Even Whippoorwills might join in during Blood of the Altar.