Higher Level Minion Additions

Minigiant

Legend
Supporter
I see that at higher levels, minions require a bit more work for the DM to use. But I realize one thing that a minion's single hit point allows you to do. It lets you put crazy near broken abilities on enemies with minimum whining of the players.

So here are a few of the abilites I placed on some already existing minions (mostly legion devil hellguard) to throw at my players.


Addition type 1: Defensive Additions

High Shield
As long as the legion devil hellguard has no enemies within 3 squares of it, it gains a +5 bonus to AC and a -5 penatly to melee attack rolls.

This one makes it harder for the PCs to shoot low accuracy AOE from far. They would have to use accurate ranged attacks or stay close to them. I combined these with the opposite ability with fun results.

Addition type 2: Make them a "minion swarm".

One thing I tried was making a single minion into a larger swarm. Bump them up one size category and make them a swarm. Then I give them this

Squad Defense
The Squad of legion devil hellguard takes 5 less damage from attackers it can see.

So instead of 4 minions you have 4 units of 4-5 enemies. You have to deal a certian amount of damage to it to kill it but not that much.


Addition type 3: It doesn't stay dead.

Basicially it doesn't die unless certian requirements are met. My favorite are..

Troll-blood *Healing
If the X is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises (as a move action) on its next turn with 1 hit point.

Lfie Leech * Healing
If the X is reduced to 0 hit points while adjancent to an ally, it rises (as a move action) on its next turn with 1 hit point and an adjacent ally of its choice loses a healing surge.

Self Necromancy * Healing, Polymorph
The first time the X is reduced to 0 hit points, it rises (as a move action) on its next turn with 1 hit point. It gains the undead keyword and animate type.
 

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Troll-blood *Healing
If the X is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises (as a move action) on its next turn with 1 hit point.

That ability I love for some minions. I will definitely have to use something like that in the future. I can totally see something like this in MM2 eventually
 

As someone who's thinking of putting together a minions-only supplement, I applaud your ideas. Damn you for getting to them first! ;)

Troll-blood *Healing
If the X is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises (as a move action) on its next turn with 1 hit point.

I was thinking for troll minions, they could take an immediate savings throw to return on their next turn with 1 HP.
 

You have some awesome ideas going on here. Well done; I'm sure to swipe some of these. I've given higher-level minions more controllerish abilities: for example, my 22nd-level korred laugher minion has:

Korred Laugher said:
[Ranged] Booming Laugh (standard; at will) Thunder: +25 vs. Fortitude; 7 thunder damage, and target is deafened (save ends).

[Ranged] Hair Snare (standard; encounter): The korred laugher uses its hair to snare an enemy. Range 4; +25 vs. Reflex; 7 damage and target is pulled 2 and knocked prone.

My drowned pirates (level 19 minons) have an aura:

Drowned Pirate said:
Drowning (water) aura 2; all creatures in the aura find themselves choking on water that tries to fill their lungs. Each creature entering the aura, or starting its turn in it, is attacked: +20 vs. Fortitude; Hit: target is weakened (save ends); Effect: target takes 5 points of damage. Water breathing creatures are immune. A given creature can only be effected by a singled drowning aura per round.

I like minions that are slightly more complex than just a single attack.
 
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Thanks. I had a few more ideas.

Fluid Body *Healing
If the X is reduced to 0 hit points by an attack that does not deal at least 10 damage, it rises (as a move action) on its next turn with 1 hit point.

Tactical Speed
If the X starts the its first turn adjacent to an ally, it gain a +4 bonus to its speed and AC against opportunity attacks.

Unstable Defenses (immediate interrupt, when an attack targets it's Reflex or Fortitude, encounter)
The X takes a -10 penalty and rolls a d20 bonus to the targeted defense.
 

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