Danceofmasks
First Post
Level 26 minion vs. level 1 party?
Wizard casts cloud of daggers.
Minion gets a turn, and dies.
Wizard casts cloud of daggers.
Minion gets a turn, and dies.
The trick is that you get four minions at the price of a single "real" monster. Use them in groups! And 4 level 10 minions will most certainly be a serious challenge for a lvl 2 party.
Actually you should be looking at how many attacks you need to make before you have enough hits to kill a minion. A typical minion will be hit roughly 60% of the time. 10 attacks will kill 6 minions. A level 10 minion will probably only be hit 20% of the time, so 10 attacks will kill 2 minions. They are in other words three times as durable. You don't have to increase the hp of a minion, their defenses fixes that for you.
Actually you should be looking at how many attacks you need to make before you have enough hits to kill a minion. A typical minion will be hit roughly 60% of the time. 10 attacks will kill 6 minions. A level 10 minion will probably only be hit 20% of the time, so 10 attacks will kill 2 minions. They are in other words three times as durable. You don't have to increase the hp of a minion, their defenses fixes that for you.
Level 26 minion vs. level 1 party?
Wizard casts cloud of daggers.
Minion gets a turn, and dies.
And it does one other thing. It lets the DM know that there's something in that region of adventure that can make that type of monster. This introduces a brand new hook and adventure idea to the DM and the players.In this instance the primary issue I have is that the minions are of somewhat higher level than the party. it seems to be a means of introducing a higher level, more interesting creature to a lower level group, while ensuring that they can beat it easily if they land a single hit.
Need to see pic of said MiLF before I'll apply for this.Zinovia said:Older Minion LF Younger Adventurer
I have no objection to using a weaker version of a particular monster against the players. As you say, it's a great way of tying plot elements together. Why does the leader of the orc tribe have a devil standing behind him whispering into his ear when your party bursts into the throne room? Perhaps the devils have been using the orcs to advance their own sinister plan, and thus the hook for the next adventure is planted.As an aside, higher level minions are a great way to introduce something you want to use later without the threat of fighting a full-on version. The devil soldiers of the Hellguard Legions are terrifying warriors individually, but it's their endless numbers that make them truly dangerous. Having a small detachment guarding a vile cult leader is a great way to hint at larger things further in the campaign, while leaving the encounter easy enough for the PCs to manage.