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(Created page with "===Minion=== ''Cheap fodder? Not likely.'' * When you apply the Minion role to a monster, it turns into four monsters. * Minions have only 1 hit point, but it is special: *...")
 
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===Minion===
<div style="margin-left:1.5em">
''Cheap fodder?  Not likely.''
== Minion ==
</div>
{{Quote|{{Monster Role|transcludesection=MinionShortDesc}}}}


* When you apply the Minion role to a monster, it turns into four monsters.
::* Minions count as {{Monster Role|transcludesection=MinionXP}} monsters for purposes of encounter size, XP award, and treasure.
* Minions have only 1 hit point, but it is special:
::* Minions have {{#switch:{{Monster Role|transcludesection=MinionHitPoints}}| 1 = the same number of hit points as monsters with the same CR.| 2 = twice as many hit points as monsters with the same CR.| 3 = three times as many hit points as monsters with the same CR.| 4 = four times as many hit points as monsters with the same CR.| 0+1 = just a single hit point. | #default = an unknown number of hit points.}}
** Killing a minion requires either the attacker to succeed on a to-hit roll, or the minion to fail on a saving throw roll. Even then, if the minion is able to successfully mitigate all of the damage with its defenses (such as DR or ER), they live anyway. Minions NEVER take damage from misses or from a successful saving throw against a spell or effect, even of that spell or effect would normally deal partial damage on a successful save.
::* Minions get a {{#ifexpr:{{Monster Role|transcludesection=MinionInitMod}}>0|+{{Monster Role|transcludesection=MinionInitMod}}|{{Monster Role|transcludesection=MinionInitMod}}}} adjustment to their initiative.
** Always-hit spells (which have no to-hit roll, and no save, such as Magic Missile or the Fog spells) are counted as spells which allow a save at the normal DC of the caster. If the save is failed, the minion dies. If the save is successful, the minion lives. Unless the spell or effect specifies otherwise, the saving throw is resolved against the minion's strongest save.
::* Minions inflict {{#switch:{{Monster Role|transcludesection=MinionDmgMult}}| Half = half damage with their attacks, by way of reduced damage and reduced number of attacks. | Single = the same damage with their attacks as a monster with no Role of the same CR. | Double = double damage with their attacks, by way of increased damage and more attacks during a full attack action. | Triple = triple damage with their attacks, by way of increased damage and more attacks each round. | #default = an unknown multiple of damage to their attacks.}}
** Note that making a [[Caster Check]] to overcome a Minion's SR (if any) is NOT counted as a successful roll against a minion and can never kill it.
::* Minions get {{Monster Role|transcludesection=MinionActionPoints}} action point(s).
* Minions never gain temp hit points or healing, although both count as a buff. If a minion receives any buff, at all, it gains a +2 untyped bonus to all types of Armor Class and a +2 untyped bonus on all saving throws. This is instead of the normal effects of the buff. Buffs on minions never stack. The duration of any buff is equal to the normal duration of the buff. Minions can never start a combat with a preexisting buff.
{{Monster Role|transcludesection=MinionConditionImmunity}}
* Minions are able to squeeze into a space normally only accessible by someone of 1 size category smaller than themselves with no penalties. This means that up to two size medium minions may occupy the same 5-foot square without penalty.
::* Minions have the following special abilities:
* Four minions count as one monster for xp and loot.
<div style="margin-left:4.5em">{{Monster Role|transcludesection=MinionReminder1}}{{Monster Role|transcludesection=MinionReminder2}}{{Monster Role|transcludesection=MinionReminder3}}{{Monster Role|transcludesection=MinionReminder4}}</div>


'''Caution:''' Minions are extremely deadly to inexperienced players and low-level characters. Minions effectively quadruple the amount of damage in a combat until they are reduced in numbers.
::'''Caution:''' Minions are extremely deadly to inexperienced players and low-level characters. Minions effectively double the amount of damage in an encounter until they are reduced in numbers.
[[Category:Role]]

Latest revision as of 20:27, 15 April 2021

Minion

This monster seems completely uncaring about its survival, as long as it carries out the goals of its masters.
  • Minions count as 0.25 monsters for purposes of encounter size, XP award, and treasure.
  • Minions have just a single hit point.
  • Minions get a +1 adjustment to their initiative.
  • Minions inflict half damage with their attacks, by way of reduced damage and reduced number of attacks.
  • Minions get 0 action point(s).
  • Minions have the following special abilities:

Packed Like Sardines (Ex; Minion Role) Always On
Minions are able to fight effectively in close quarters with one another. As a result, up to two minions may occupy the same space without penalty as long as they are both the same size.

Buffs and Heals (Ex; Minion Role) Always On
Minions never gain temp hit points or healing, although both count as a buff. If a minion receives any buff, at all, it gains a +2 untyped bonus to their Armor Class and a +2 untyped bonus on all saving throws. This is instead of the normal effects of the buff. Buffs on minions never stack. The duration of any buff is equal to the normal duration of the buff. Any buff on a Minion is treated as a Condition, and can be overwritten by any other condition in the rare case where applying that condition doesn't kill the minion.

One Hit Point (Ex; Minion Role) Always On
Minions only have 1 hit point, but it is special. Killing a minion requires either the attacker to succeed on a to-hit roll, or the minion to fail on a saving throw roll. Even then, if the minion is able to successfully mitigate all of the damage with its defenses (such as DR or ER), they live anyway. Minions NEVER take damage from misses or from a successful saving throw against a spell or effect, even of that spell or effect would normally deal partial damage on a successful save.

Always-hit spells (which have no to-hit roll, and no save, such as Magic Missile or the Fog spells) are counted as spells which allow a save. If the save is failed, the minion dies. If the save is successful, the minion lives. Unless the spell or effect specifies otherwise, the saving throw is resolved against the minion's strongest save.

Note that making a caster level check to overcome a Minion's SR (if any) is NOT counted as a successful roll against a minion and can never kill it.

Caution: Minions are extremely deadly to inexperienced players and low-level characters. Minions effectively double the amount of damage in an encounter until they are reduced in numbers.