Ghoul Level 1 Soldier
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Medium Shadow Humanoid (Necrotic) XP N/A
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HP 1/2 Death Knight; Bloodied Half-hp
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Initiative Death Knight
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AC 17; Fortitude 14, Reflex 13, Will 11
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Perception Death Knight -1
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Speed 6
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Low-light Vision
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Resist Death Knight's resistances
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Vulnerable Radiant 3
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Standard Actions
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Unarmed Basic Melee ♦ At-Will
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Attack: Death Knight's Strength + 2 vs. AC
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Hit: 1d4 damage, 2d4 at level 11, 3d4 at level 21
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Skills Athletics (Str), Acrobatics (Dex), Endurance (Con)
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Str 16 (3)
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Dex 14 (2)
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Wis 8 (-1)
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Con 14 (2)
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Int 6 (-2)
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Cha 10 (0)
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Alignment Unaligned
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Languages Death Knight's
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Equipment None
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Zombie
Zombies deal 1d10 damage with their melee basic attack, which increases to 2d10 at level 11 and 3d10 at level 21. Zombies movements, attacks and actions do not count against the Death Knights, so you can attack with both the Death Knight and minion powers each turn. This can be used to attack the same creature, or attack multiple creatures. Zombies attack with the Death Knight's Strength ability modifier, rather than their own, however they do not add the strength ability as extra damage on their damage rolls. However, Zombie's roll skills using their own attributes.
Zombie Level 1 Soldier
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Medium Shadow Humanoid (Necrotic) XP N/A
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HP 3/4 Death Knight; Bloodied Half-hp
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Initiative Death Knight
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AC 18; Fortitude 15, Reflex 14, Will 13
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Perception Death Knight -1
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Speed 6
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Low-light Vision
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Resist Death Knight's resistances
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Vulnerable Radiant 3
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Standard Actions
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Unarmed Basic Melee ♦ At-Will
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Attack: Death Knight's Strength + 3 vs. AC
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Hit: 1d10
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Standard Actions
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Unarmed Sunder ♦ At-Will
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Attack: Death Knight's Strength + 3 vs. AC
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Hit: 1d6 damage. In addition, the target takes a -1 penalty to one defense of choice until the end of your next turn.
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Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (wis), Intimidate (Str)
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Str 18 (4)
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Dex 16 (3)
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Wis 10 (0)
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Con 16 (3)
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Int 8 (-1)
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Cha 12 (1)
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Alignment Unaligned
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Languages Death Knight's
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Equipment None
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Warhorse
Warhorses deal 1d8 damage, which increases to 2d8 at level 11 and 3d8 at level 21. Warhorse's attacks and actions do not count against the Death Knight's, so you can attack with both the Death Knight and minion powers each turn. This can be used to attack the same creature, or attack multiple creatures. Warhorses attack with the Death Knight's Strength ability modifier, rather than their own, however they do not add the strength ability as extra damage on their damage rolls. However, Warhorses roll skills using their own attributes. Further, the Warhorse can mark any target which it successfully hits with an attack, which means the target suffers a -2 penalty to attack rolls unless it targets the warhorse or the Death Knight.
Warhorses are unique in that they move in the same space as the Deathknight, and move when the Death knight moves, for the Death Knight. Essentially serving as a mount, the Warhorse is Ephemeral, and thus can move through common obstacles when not being ridden or even turn invisible. They can be "summoned" in combat and appear beneath the Death Knight, making it easier to transport or possess one indoors without drawing attention. As a magical warhorse, it doesn't possess the same restrictions as mounts, and does not qualify as a mount, however you cannot ride the warhorse and a mount at the same time. When riding the warhorse, the Death knight gains a speed of 6, and can use the Warhorse's skills for Acrobatics, Athletics, Endurance, and Stealth. While Warhorses can attack creatures independently of the Deathknight, they have to move in the same space as the Death Knight, and thus can only attack creatures adjacent to the Death Knight and the warhorse.
Warhorse Level 1 Mount
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Medium Shadow Humanoid (Necrotic) XP N/A
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HP Death Knight; Bloodied Half-hp
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Initiative Death Knight
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AC 19; Fortitude 16, Reflex 14, Will 13
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Perception Death Knight +1
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Speed 6
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Low-light Vision
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Resist Death Knight's resistances
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Vulnerable Radiant 1
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Undead Minion
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Standard Actions
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Unarmed Basic Melee ♦ At-Will
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Attack: Death Knight's Strength + 3 vs. AC
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Hit: 1d10
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Unarmed Ferocious Might ♦ Encounter
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Attack: Death Knight's Strength + 3 vs. AC
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Hit: 2d10
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Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (wis), Perception wis), Intimidate (Str)
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Str 20 (5)
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Dex 16 (3)
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Wis 12 (1)
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Con 16 (3)
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Int 8 (-1)
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Cha 12 (1)
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Alignment Unaligned
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Languages Death Knight's
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Equipment None
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Abomination
Abominations deal 1d8 damage, which increases to 2d8 at level 11 and 3d8 at level 21. However, Abomination's attacks, movements, and actions do not count against the Death Knight's, so you can attack with both the Death Knight and minion powers each turn. This can be used to attack the same creature, or attack multiple creatures. Abominations attack with the Death Knight's Strength ability modifier, rather than their own, however they do not add the strength ability as extra damage on their damage rolls. However, Abominations roll skills using their own attributes.
Abominations are unique in that they have a special ranged attack. Instead of their ordinary at-will, they can do an attack with one damage die lower out to a range of 5, and pull the target to a square adjacent to the Death Knight or Abomination (if the Death Knight is within range).
Abomination Level 1 Soldier
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Medium Shadow Humanoid (Necrotic) XP N/A
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HP Death Knight; Bloodied Half-hp
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Initiative Death Knight
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AC 18; Fortitude 15, Reflex 13, Will 11
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Perception Death Knight -1
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Speed 6
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Low-light Vision
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Resist Death Knight's resistances
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Vulnerable Radiant 3
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Undead Minion }
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Standard Actions
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Unarmed Basic Melee ♦ At-Will
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Attack: Death Knight's Strength + 2 vs. AC
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Hit: 1d8 damage, 2d8 at level 11, 3d8 at level 21
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Unarmed Ranged Hook ♦ At-Will
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Attack: Death Knight's Strength +3 vs. AC
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Hit: 1d6 damage, 2d6 at level 11, 3d6 at level 21
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Effect: You pull the target to a square adjacent to either the Abomination or Death Knight, if the Death Knight is within range of the power.
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Skills Athletics (Str), Acrobatics (Dex), Endurance (Con)
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Str 16 (3)
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Dex 14 (2)
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Wis 8 (-1)
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Con 14 (2)
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Int 6 (-2)
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Cha 10 (0)
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Alignment Unaligned
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Languages Death Knight's
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Equipment None
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Special Minion
Special Minions can in General only be summoned by special daily and encounter powers. They count against your daily minion limit, unless otherwise specified. Much more powerful than regular minions, they usually carry some kind of special ability as well, which makes them unusually capable.
- Infernal
- Doomguard
- Patchwork Horror
- Vrykul
- Protodragon
Infernal
Infernals do 2d6 (Brutal 1) damage, which increases to 4d6 (Brutal 1) damage at level 11 and 6d6 (Brutal 1) damage at level 21. Infernal's movements, attacks and actions do not count against the Death Knight's, so you can attack with both the Death Knight and minion powers each turn. This can be used to attack the same creature, or attack multiple creatures. Infernals attack with the Death Knight's Strength ability modifier, rather than their own, however they do not add the strength ability as extra damage on their damage rolls. However, Infernals roll skills using their own attributes. Further, the Infernal can mark any target which it successfully hits with an attack, which means the target suffers a -2 penalty to attack rolls unless it targets the Infernal or the Death Knight.
Infernal Level 1 Special Minion
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Medium Shadow Humanoid (Necrotic) XP N/A
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HP Death Knight; Bloodied Half-hp
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Initiative Death Knight
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AC 19; Fortitude 16, Reflex 14, Will 13
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Perception Death Knight +1
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Speed 8
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Low-light Vision
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Resist Death Knight's resistances
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Vulnerable Radiant 1
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Undead Minion
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Standard Actions
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Unarmed Basic Melee ♦ At-Will
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Attack: Death Knight's Strength + 3 vs. AC
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Hit: 2d6, Brutal 1
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Close Burst 1 Hellfire's Brand ♦ Encounter
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Attack: Death Knight's Strength + 3 vs. AC
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Hit: 2d10
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Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (wis), Perception (wis), Intimidate (Str)
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Str 20 (5)
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Dex 16 (3)
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Wis 12 (1)
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Con 16 (3)
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Int 8 (-1)
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Cha 12 (1)
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Alignment Unaligned
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Languages Death Knight's
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Equipment None
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Doomguard
Doomguards do 2d8 damage, which increases to 4d8 at level 11, and 6d8 at level 21. Doomguard's movements, attacks and actions do not count against the Death Knight's, so you can attack with both the Death Knight and minion powers each turn. This can be used to attack the same creature, or attack multiple creatures. Doomguards attack with the Death Knight's Strength ability modifier, rather than their own, however they do not add the strength ability as extra damage on their damage rolls. However, Doomguards roll skills using their own attributes.
Doomguard Level 1 Special Minion
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Medium Shadow Humanoid (Necrotic) XP N/A
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HP Death Knight; Bloodied Half-hp
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Initiative Death Knight
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AC 19; Fortitude 17, Reflex 15, Will 15
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Perception Death Knight +1
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Speed 9
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Low-light Vision
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Resist Death Knight's resistances
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Vulnerable Radiant 1
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Undead Minion
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Standard Actions
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Unarmed Basic Melee ♦ At-Will
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Attack: Death Knight's Strength + 3 vs. AC
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Hit: 2d8, 4d8, 6d8
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Ranged 10 Basic Ranged ♦ At-Will
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Attack: Death Knight's Strength + 2 vs. Reflex
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Hit: 2d6, 4d6, 6d6
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Unarmed Necrotic Mark ♦ Encounter
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Attack: Death Knight's Strength + 3 vs. AC
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Hit: Add 1d10 extra damage to a successful melee basic attack. This increases to 2d10 at level 11 and 3d10 at level 21.
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Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (wis), Perception wis), Intimidate (Str)
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Str 20 (5)
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Dex 16 (3)
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Wis 12 (1)
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Con 16 (3)
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Int 8 (-1)
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Cha 12 (1)
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Alignment Unaligned
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Languages Death Knight's
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Equipment None
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Patchwork Horror
Patchwork Horrors do 2d6 damage, which increases to 4d6 at level 11, and 6d6 at level 21. Patchwork Horror's movements, attacks and actions do not count against the Death Knight's, so you can attack with both the Death Knight and minion powers each turn. This can be used to attack the same creature, or attack multiple creatures. Patchwork Horrors attack with the Death Knight's Strength ability modifier, rather than their own, however they do not add the strength ability as extra damage on their damage rolls. However, Patchwork Horror's roll skills using their own attributes.
Patchwork horror's possess a special ability which allows them to drag their enemies
Patchwork Horror Level 1 Special Minion
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Medium Shadow Humanoid (Necrotic) XP N/A
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HP Death Knight; Bloodied Half-hp
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Initiative Death Knight
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AC 19; Fortitude 16, Reflex 13, Will 15
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Perception Death Knight
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Speed 6
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Low-light Vision
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Resist Death Knight's resistances
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Vulnerable Radiant 1
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Undead Minion
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Standard Actions
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Unarmed Basic Melee ♦ At-Will
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Attack: Death Knight's Strength + 3 vs. AC
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Hit: 2d6, 4d6, 6d6
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Ranged 10 Ranged Hook ♦ At-Will
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Attack: Death Knight's Strength + 3 vs. Reflex
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Hit: 2d4. In addition, you pull the target to a square adjacent to either the Abomination or Death Knight, if the Death Knight is within range of the power. This increases to 4d4 Brutal 1 at level 11 and 6d4 brutal 1 at level 21.
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Unarmed Brutal Blow ♦ Encounter
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Attack: Death Knight's Strength + 3 vs. AC
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Hit: Add 1d10 extra damage to a successful melee basic attack. This increases to 2d10 at level 11, and 3d10 at level 21.
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Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (wis), Perception wis), Intimidate (Str)
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Str 20 (5)
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Dex 16 (3)
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Wis 12 (1)
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Con 16 (3)
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Int 8 (-1)
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Cha 12 (1)
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Alignment Unaligned
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Languages Death Knight's
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Equipment None
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Protodragon
Protodragons do specialized range attacks, from an area burst 1, to a close blast 3, to a close burst 1, with varying effects and damage. Protodragon's movements, attacks and actions do not count against the Death Knight's, so you can attack with both the Death Knight and minion powers each turn. This can be used to attack the same creature, or attack multiple creatures. Protodragons attack with the Death Knight's Strength ability modifier, rather than their own, however they do not add the strength ability as extra damage on their damage rolls. However, Protodragon roll skills using their own attributes.
Protodragon Level 1 Special Minion
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Medium Shadow Dragon (Necrotic) XP N/A
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HP 3/4 Death Knight; Bloodied Half-hp
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Initiative Death Knight
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AC 18; Fortitude 16, Reflex 15, Will 15
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Perception Death Knight + 2
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Speed 8
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Dark Vision
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Resist Death Knight's resistances
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Vulnerable Radiant 1
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Undead Minion
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Standard Actions
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Close Blast 3 Dragon Breath ♦ At-Will
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Attack: Death Knight's Strength + 3 vs. AC
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Hit: 1d8. Increases to 2d8 at level 11, and 3d8 at level 21.
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Standard Actions
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Close Burst 1 Dragon Burst ♦ At-Will
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Attack: Death Knight's Strength + 3 vs. AC
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Hit: 1d8. Increases to 2d8 at level 11, and 3d8 at level 21.
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Standard Actions
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Area Burst 1, Ranged 10 Dragon Fire ♦ At-will
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Attack: Death Knight's Strength + 3 vs. AC
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Hit: 1d6. Increases to 2d6 at level 11, and 3d6 at level 21.
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Standard Actions
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Area Burst 2, Ranged 10 Dragon's Torment ♦ Encounter
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Attack: Death Knight's Strength + 3 vs. Reflex
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Hit: 2d10. Increases to 3d10 at level 11, and 4d10 at level 21.
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Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (wis), Perception wis), Intimidate (Str)
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Str 20 (5)
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Dex 16 (3)
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Wis 12 (1)
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Con 16 (3)
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Int 8 (-1)
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Cha 12 (1)
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Alignment Unaligned
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Languages Death Knight's
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Equipment None
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Vrykul
Vrykuls do 1d8 damage, which increases to 2d8 at level 11, and 3d8 at level 21. Unlike most minions, every attack is a close burst 1 instead of a single target attack. Vrykul's attacks and actions do not count against the Death Knight's, so you can add the extra bonus damage to your own, or even attack separate creatures. Vrykuls attack with the Death Knight's Strength ability modifier, rather than their own, however they do not add the strength ability as extra damage on their damage rolls. However, Vrykul roll skills using their own attributes.
Vrykul Level 1 Special Minion
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Medium Shadow Dragon (Necrotic) XP N/A
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HP 1.25 Death Knight; Bloodied Half-hp
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Initiative Death Knight + 2
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AC 20; Fortitude 18, Reflex 15, Will 15
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Perception Death Knight + 2
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Speed 8
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Dark Vision
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Resist Death Knight's resistances
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Vulnerable Radiant 1
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Undead Minion
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Standard Actions
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Close Burst 1 Giant's Step ♦ At-Will
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Attack: Death Knight's Strength + 3 vs. AC
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Hit: 1d8. Increases to 2d8 at level 11, and 3d8 at level 21.
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Close Blast 2 Giant's Breath ♦ At-Will
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Attack: Death Knight's Strength + 3 vs. AC
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Hit: 1d10, and the target is slowed. Increases to 2d10 at level 11, and 3d10 at level 21.
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Close Burst 2 Giant's Lement ♦ Encounter
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Attack: Death Knight's Strength + 3 vs. Reflex
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Hit: 2d12 and the target is slowed and knocked prone. Increases to 4d12 at level 11, and 6d12 at level 21.
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Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (wis), Perception wis), Intimidate (Str)
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Str 20 (5)
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Dex 16 (3)
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Wis 12 (1)
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Con 16 (3)
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Int 8 (-1)
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Cha 12 (1)
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Alignment Unaligned
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Languages Death Knight's
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Equipment None
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Template:4e Creatures Level 1 Breadcrumb
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