Minion
A horde of goblins bursts out from the dark. The tyrants militia slowly advance. Countless minor foes assail our heroes - minions of the greater evils.
Minions are an enemy type of the nameless, faceless villains that players will fight in number. Although they can take any number of forms, they all share the following rules:
Hit Points: minion; any damage kills it.
Speed: 30 ft. STR 11 (+0) | DEX 14 (+2) | CON 10 (+0) | INT 10 (+0) | WIS 10 (+0) | CHA 10 (+0) Skills Perception +2, Insight +2
Senses passive Perception 12
Languages Common, whatever else is required
If either their employer falls or half or more of the goons die in a single round, each surviving Mercenary Goon must make a DC 10 Intelligence saving throw at the start of their next turn. On a success, they realize the situation is hopeless and may choose to Disengage and flee, dropping weapons and attempting to bargain or surrender if cornered. On a failure, they take no special action and may continue to fight for one more round, but will try again the next turn. After two failed attempts, they automatically flee in panic.
Simple Ranged Weapon: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 slashing/piercing/bludgeoning (pick one)
Mob Initiative
Minions of the same type share initiative.Static Damage
Minions always deal a flat damage value. Their profiles can contain specific weapon (for more uniform force) or be listed as a general type, allowing DMs to paint a picture of the weapons arrayed without worrying about changing damage values.Fragile
Minions fall like wheat before the protagonist-wielded scythes. Minions die when they receive any damage and automatically fail any saving throw.Splash Damage
When hit by any single-target attack, every ten points of damage dealt to a minion will kill an additional, adjecent minion, as the firebolt pierce through one minion to hit the one behind, or the fighter's axe hew through one then another.Cinematic Interaction
Similar to Splash Damage, minions are part of the set dressing. If a spell or ability knocks down a wall, causes a cascade of barrels roll down the stairs, treat the minions affected as slain.Morale
Most minions are not about to the fight to the death outside of extrordinary circumstances. Depending on the Minion, they have different circumstance that triggers their flight and/or surrender. i.e. goblins always flee is their number is reduced under 50%, warriors make a morale check, undead crumble if the controlling necromancer is slain.Limited Special Abilities
Minions are there to set the scene and provide cinematic action, not challenge players with complex tactics. Their special abilities should be very simple and easy to resolve (e.g., “Pack Tactics: Advantage on attack rolls if at least two other minions are adjacent to the target”).XP Handling
When awarding XP, the entire group of minions are treated as a single entity rather than counting each minion.Example
Mercenary Goon (Minion)
Medium humanoid (any), typically neutral Little better than bandits, these mercenaries are poorly armed and poorly trained. They are usually in the employ of warlords, crime bosses, or other similar figures as expendable, low-level foot soldiers. Armor Class: 12 (simple armor)Hit Points: minion; any damage kills it.
Speed: 30 ft. STR 11 (+0) | DEX 14 (+2) | CON 10 (+0) | INT 10 (+0) | WIS 10 (+0) | CHA 10 (+0) Skills Perception +2, Insight +2
Senses passive Perception 12
Languages Common, whatever else is required
Morale
Pragmatic RetreatIf either their employer falls or half or more of the goons die in a single round, each surviving Mercenary Goon must make a DC 10 Intelligence saving throw at the start of their next turn. On a success, they realize the situation is hopeless and may choose to Disengage and flee, dropping weapons and attempting to bargain or surrender if cornered. On a failure, they take no special action and may continue to fight for one more round, but will try again the next turn. After two failed attempts, they automatically flee in panic.
Actions
Simple Melee Weapon: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 slashing/piercing/bludgeoning (pick one)Simple Ranged Weapon: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 slashing/piercing/bludgeoning (pick one)
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