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Tough Minions
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<blockquote data-quote="Grimstaff" data-source="post: 4359474" data-attributes="member: 34880"><p>Following the new Template guidelines from the Customizing Monsters section in the DMG(p174), I came up with a template for those who don't like the disposability of the humble minion. Templates now, btw, are very simple and meant to be scribbled on a index card or sticky note and stuck on the page of the DMG you're using. If four minions = one normal monster, then two tough minions = one normal monster. </p><p></p><p><strong>Tough Minions</strong> </p><p>The tough minion is a minion who has learned through combat experience or simple natural ability how to make it through a fight somewhat better than the rest of his kind, but still cannot be ranked among the best. </p><p></p><p><strong>Tough Minion - Elite Minion</strong> </p><p>Humanoid or Undead XP Elite (twice normal) </p><p><strong>Defenses</strong> +1 AC, +1 to any one other defense </p><p><strong>Hit Points</strong> +2 per level </p><p>Powers </p><p><strong>Vulnerability</strong> </p><p> Missed attacks <em>can</em> damage a tough minion. </p><p><strong>Desperate Fighter</strong> (standard; at-will) </p><p> When a tough minion hits with a standard attack, it does 1d4 points plus its </p><p> normally listed damage. This increases to 1d6 at 11th level, and 1d8 at 21st. </p><p><strong>Cat O' Nine Lives</strong> (minor; encounter) </p><p> If hit by an attack that does not kill it, the tough minion may take a healing surge </p><p> on its next turn as a minor action, regaining hp equal to half its max hp. </p><p></p><p></p><p>So, with this quick template, an orc drudge(for example) would look like: </p><p></p><p><strong>Tough Orc Drudge - Level 4 Elite Minion</strong> </p><p>Medium natural humanoid XP 88 </p><p><strong>Initiative</strong> +0 <strong>Senses</strong> Perception +0; low-light vision </p><p><strong>HP</strong> 9 </p><p><strong>AC</strong> 17; <strong>Fortitude</strong> 15, <strong>Reflex</strong> 13, <strong>Will</strong> 12 </p><p><strong>Speed</strong> 6 (8 while charging) </p><p>atk <strong>Club</strong> (standard; at-will) <strong>Weapon</strong> </p><p> +9 vs AC; 1d4+5 damage. </p><p><strong>Cat O' Nine Lives</strong> (minor; encounter) </p><p> If hit by an attack that does not kill it, the tough minion may take a healing surge </p><p> on its next turn as a minor action, regaining 4 hp. </p><p><strong>Alignment</strong> Chaotic Evil <strong>Languages</strong> Common, Giant </p><p><strong>Str</strong> 16(+5) <strong>Dex</strong> 10(+2) <strong>Wis</strong> 10(+2) </p><p><strong>Con</strong> 14(+4) <strong>Int</strong> 8(+1) <strong>Cha</strong> 9(+1) </p><p><strong>Equipment</strong> hide armor, club </p><p></p><p>And since these only take minute to do, here's another one, the Tough Ogre Thug: </p><p></p><p><strong>Tough Ogre Thug - Level 11 Elite Minion</strong> </p><p>Large natural humanoid XP 300 </p><p><strong>Initiative</strong> +5 <strong>Senses</strong> Perception +5 </p><p><strong>HP</strong> 23 </p><p><strong>AC</strong> 23; <strong>Fortitude</strong> 25, <strong>Reflex</strong> 20, <strong>Will</strong> 21 </p><p><strong>Speed</strong> 8 </p><p>atk <strong>Greatclub</strong> (standard; at-will) <strong>Weapon</strong> </p><p> Reach 2; +14 vs AC; 1d6+8 damage. </p><p><strong>Cat O' Nine Lives</strong> (minor; encounter) </p><p> If hit by an attack that does not kill it, the tough minion may take a healing surge </p><p> on its next turn as a minor action, regaining 12 hp. </p><p><strong>Alignment</strong> Chaotic Evil <strong>Languages</strong> Giant </p><p><strong>Str</strong> 21(+10) <strong>Dex</strong> 11(+5) <strong>Wis</strong> 11(+5) </p><p><strong>Con</strong> 21(+10) <strong>Int</strong> 4(+2) <strong>Cha</strong> 6(+3) </p><p><strong>Equipment</strong> greatclub</p></blockquote><p></p>
[QUOTE="Grimstaff, post: 4359474, member: 34880"] Following the new Template guidelines from the Customizing Monsters section in the DMG(p174), I came up with a template for those who don't like the disposability of the humble minion. Templates now, btw, are very simple and meant to be scribbled on a index card or sticky note and stuck on the page of the DMG you're using. If four minions = one normal monster, then two tough minions = one normal monster. [B]Tough Minions[/B] The tough minion is a minion who has learned through combat experience or simple natural ability how to make it through a fight somewhat better than the rest of his kind, but still cannot be ranked among the best. [B]Tough Minion - Elite Minion[/B] Humanoid or Undead XP Elite (twice normal) [B]Defenses[/B] +1 AC, +1 to any one other defense [B]Hit Points[/B] +2 per level Powers [B]Vulnerability[/B] Missed attacks [I]can[/I] damage a tough minion. [B]Desperate Fighter[/B] (standard; at-will) When a tough minion hits with a standard attack, it does 1d4 points plus its normally listed damage. This increases to 1d6 at 11th level, and 1d8 at 21st. [B]Cat O' Nine Lives[/B] (minor; encounter) If hit by an attack that does not kill it, the tough minion may take a healing surge on its next turn as a minor action, regaining hp equal to half its max hp. So, with this quick template, an orc drudge(for example) would look like: [B]Tough Orc Drudge - Level 4 Elite Minion[/B] Medium natural humanoid XP 88 [B]Initiative[/B] +0 [B]Senses[/B] Perception +0; low-light vision [B]HP[/B] 9 [B]AC[/B] 17; [B]Fortitude[/B] 15, [B]Reflex[/B] 13, [B]Will[/B] 12 [B]Speed[/B] 6 (8 while charging) atk [B]Club[/B] (standard; at-will) [B]Weapon[/B] +9 vs AC; 1d4+5 damage. [B]Cat O' Nine Lives[/B] (minor; encounter) If hit by an attack that does not kill it, the tough minion may take a healing surge on its next turn as a minor action, regaining 4 hp. [B]Alignment[/B] Chaotic Evil [B]Languages[/B] Common, Giant [B]Str[/B] 16(+5) [B]Dex[/B] 10(+2) [B]Wis[/B] 10(+2) [B]Con[/B] 14(+4) [B]Int[/B] 8(+1) [B]Cha[/B] 9(+1) [B]Equipment[/B] hide armor, club And since these only take minute to do, here's another one, the Tough Ogre Thug: [B]Tough Ogre Thug - Level 11 Elite Minion[/B] Large natural humanoid XP 300 [B]Initiative[/B] +5 [B]Senses[/B] Perception +5 [B]HP[/B] 23 [B]AC[/B] 23; [B]Fortitude[/B] 25, [B]Reflex[/B] 20, [B]Will[/B] 21 [B]Speed[/B] 8 atk [B]Greatclub[/B] (standard; at-will) [B]Weapon[/B] Reach 2; +14 vs AC; 1d6+8 damage. [B]Cat O' Nine Lives[/B] (minor; encounter) If hit by an attack that does not kill it, the tough minion may take a healing surge on its next turn as a minor action, regaining 12 hp. [B]Alignment[/B] Chaotic Evil [B]Languages[/B] Giant [B]Str[/B] 21(+10) [B]Dex[/B] 11(+5) [B]Wis[/B] 11(+5) [B]Con[/B] 21(+10) [B]Int[/B] 4(+2) [B]Cha[/B] 6(+3) [B]Equipment[/B] greatclub [/QUOTE]
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