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Higher Level Minion Additions
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<blockquote data-quote="Minigiant" data-source="post: 4542492" data-attributes="member: 63508"><p>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. </p><p> </p><p>So here are a few of the abilites I placed on some already existing minions (mostly legion devil hellguard) to throw at my players.</p><p> </p><p> </p><p><u>Addition type 1: Defensive Additions</u></p><p> </p><p><strong>High Shield</strong></p><p>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.</p><p> </p><p>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. </p><p> </p><p><u>Addition type 2: Make them a "minion swarm".</u></p><p> </p><p>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</p><p> </p><p><strong>Squad Defense</strong></p><p>The Squad of legion devil hellguard takes 5 less damage from attackers it can see.</p><p> </p><p>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.</p><p> </p><p> </p><p><u>Addition type 3: It doesn't stay dead.</u></p><p> </p><p>Basicially it doesn't die unless certian requirements are met. My favorite are..</p><p> </p><p><strong>Troll-blood *Healing</strong></p><p>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.</p><p> </p><p><strong>Lfie Leech * Healing</strong></p><p>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.</p><p> </p><p><strong>Self Necromancy * Healing, Polymorph</strong></p><p>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.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 4542492, member: 63508"] 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. [U]Addition type 1: Defensive Additions[/U] [B]High Shield[/B] 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. [U]Addition type 2: Make them a "minion swarm".[/U] 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 [B]Squad Defense[/B] 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. [U]Addition type 3: It doesn't stay dead.[/U] Basicially it doesn't die unless certian requirements are met. My favorite are.. [B]Troll-blood *Healing[/B] 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. [B]Lfie Leech * Healing[/B] 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. [B]Self Necromancy * Healing, Polymorph[/B] 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. [/QUOTE]
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