D&D 5E (2024) How Many HP Should 5E 2024 Minions Have

Reynard

aka Ian Eller
In tonight's session, it is very likely that the PCs (11th level) are going to end up fighting A LOT of Knights of the Realm and their commander. The Commander is a Legendary character and rides of stone golem horse, but I want the PCs to feel awesome so I am planning on making her soldiers minions. That is, CR3 or 4 enemies with just a few HP so the PCs can mow them down.

The question is how many HP should they have. Initially I figured just 1 (any hit would take them out) but I remembered there being a few wonky spells that get OP fast that way. I figure I want a single attack from one of the characters to likely take a knight down, but maintain the possibility that a terrible damage roll could flub it. So maybe 8?

Note: I am running on Fantasy grounds so I am not worried about book keeping. The VTT does that part for me (I also have every enemy roll their own initiative, and have initiative rerolled every turn).

What do you think? How many HP would you give minions for level 11 characters? WHy?

Thanks!
 

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My kids would say 6 or 7, but maybe 15 (equivalent of a CR 1/4 creature). Low enough many 11th level character basic attacks will 1-shot them (e.g. an average 3d10 cantrip) but with a chance an erratic low-damage roll might leave one alive. Provides chance. If you don't want chance, then simply 4E minion style (1 HP) will do.
 


6-7hp means that anything near average damage for weapon swing (1d8+Mods) is going to take down a minion in one swing. Especially if the weapon is enchanted.

However, it also ensures that if they are hit by a hard hitting enough spell (say, an 8d6 Fireball) they're going to drop whether they make their saving throw or not, clearing a big chunk of the field.

You do, however, have the problem that while your Extra Attack Martials and your AoE Casters are clearing the floor, your Sneak Attacking Rogue is going to be hitting only one enemy per turn no matter what they do.

So here's my suggestion:

1) HP is in the 6-7 range.
2) Evasion.
3) Cleave for Remaining Damage.

Now your Fighter will wade in making 3 attacks, hit three people, maybe take out 5-6 of them if the damage rolls are high enough.

Your Wizard can hit a fireball to guarantee they take out anyone who fails their save, no matter how low the damage roll. But it won't wipe -everyone- out in the area.

And your Rogue will be able to keep up by stabbing one person for 7d6+Mod and spreading the damage out over 4-5 people to take out several at once.
 

My go-to answer for that levels 5-12ish; enough that it takes a fireball to drop a bunch of them at the same time, but not too much so that a fireball drops most of them. So somewhere around 15-20hp.
 

In tonight's session, it is very likely that the PCs (11th level) are going to end up fighting A LOT of Knights of the Realm and their commander. The Commander is a Legendary character and rides of stone golem horse, but I want the PCs to feel awesome so I am planning on making her soldiers minions. That is, CR3 or 4 enemies with just a few HP so the PCs can mow them down.

The question is how many HP should they have. Initially I figured just 1 (any hit would take them out) but I remembered there being a few wonky spells that get OP fast that way. I figure I want a single attack from one of the characters to likely take a knight down, but maintain the possibility that a terrible damage roll could flub it. So maybe 8?

Note: I am running on Fantasy grounds so I am not worried about book keeping. The VTT does that part for me (I also have every enemy roll their own initiative, and have initiative rerolled every turn).

What do you think? How many HP would you give minions for level 11 characters? WHy?

Thanks!

How about keeping them at 1hp but giving them the zombie undead fortitude feature (If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.)?

this means most of the time, down in 1 hit, but sometimes not. Also gives the additional benefit that the group won't be able to pin down how many hits it will take.

Edit: also no damage from a miss, and maybe even an evasion feature so no damage from a made save.
 

The way I run my minions is that more than half their hit point max kills them, while anything less than half means the next hit kills them regardless of how many points it does (unless it does 0 somehow).

And, minions save against individually-targeted spells and other effects as normal. When it comes to spells or effects that cover a group, just assume at least half fail. If the DC is over 15, assume three-quarters do. Obviously, if the damage is enough to kill them, whether they save or not, then don't bother rolling.
 

Are you specifically looking for the CR 3-4 minions to have a CR 3-4 offense but really weak defense? If not, I'd suggest using the Guard stats - they're CR 1/8 and have 11 hit points. Their offense is significantly weaker than a CR 4 knight overall (which gets 2 attacks) but their attack bonus is only 2 points lower so they can still whittle at PCs.
 

How about keeping them at 1hp but giving them the zombie undead fortitude feature (If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.)?

this means most of the time, down in 1 hit, but sometimes not. Also gives the additional benefit that the group won't be able to pin down how many hits it will take.

Edit: also no damage from a miss, and maybe even an evasion feature so no damage from a made save.
I really like this idea. Have you used it in play? If so, how did it work in practice?
 

Are you specifically looking for the CR 3-4 minions to have a CR 3-4 offense but really weak defense? If not, I'd suggest using the Guard stats - they're CR 1/8 and have 11 hit points. Their offense is significantly weaker than a CR 4 knight overall (which gets 2 attacks) but their attack bonus is only 2 points lower so they can still whittle at PCs.
I want them to have noticeable offensive capabilities so the PCs can't just ignore them.
 

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