Necromancer Minions (4e Creature)

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Minions of the Necromancer, Warlock (4e Class Variant). Like all Minions, these minions have their health based on a Fraction of the Necromancers, and do damage based on their ability modifiers. Their defenses and skill bonuses also improve by the Necromancer's, or 1/2 the Necromancer's level. Any armor enhancement bonuses you receive from your equipment are also added to the minion's defense bonuses. Minions receive your implement bonus to attack rolls, but receive no bonuses to damage rolls, such as from your implement or ability score, unless otherwise stated. All minions are considered animal creatures, and thus are unable to wield weapons they do not spawn with, even if they are humanoid. Minions have their own standard, movement, and minor actions each turn, however they cannot attack on their own unless prompted to by a power of the Necromancer or otherwise stated. Most creatures are medium size, and thus take up one square, however the Feral Imp is tiny and thus may remain in your square with you, and many special minions, such as the Infernal or Doomguard, are large creatures and take up 4 squares.

Special minions are minions of the warlock that can be summoned predominately through the use of special daily or encounter powers, and replace or augment your existing minion on the field. These minions are generally extremely powerful, and also somewhat difficult to control, being unwieldy and requiring a sustain minor to keep them on the field, or even being released from your control. After two turns, the special minion is generally dismissed, unless a sustain minor is used to keep it on the field. Some minions persist for the entire encounter, like the zombie or patchwork horror, adding to your overall damage for the rest of the battle. These are not minions you can normally summon, and thus do not serve as primary minions.


Minion List

  • Feral Imp
  • Zombie (x3)
  • Felhunter
  • Voidwalker
  • Felguard
  • Succubus
  • Observer
  • Abomination

Special Minion

  • Infernal
  • Doomguard
  • Patchwork Horror
  • Vrykul
  • Protodragon


Feral Imp

Feral Imps can use either Charisma or Constitution for their attack rolls, making them good secondary minions. They do not do much damage individually and are intended to add to the Necromancer's damage with regular attacks, and thus are generally not good primary minions, making them more effective secondary minions. They do however do an attack as a free action once per turn, target reflex and have a ranged attack power with a range of 10, allowing them to provide a bonus to your damage; this is independent of whether or not your character has taken an attack action. So, you and the imp can attack in the same turn (instead of one minion attacking). Imps do 1d4 + 2 damage, which increases to 1D8 + 4 damage at level 11, and 1D12 + 6 damage at level 21, and gain your implement bonus as a bonus to attack rolls. They do not however apply your ability bonus or any other damage bonuses as extra damage to their attacks unless otherwise specified. Furthermore, the Feral imp can benefit from your "Shadow Walk" class feature, and become invisible if they move more than 3 squares. As well, Feral Imps are considered tiny creatures, and thus can stay in your space with you. Feral imps have a movement speed of 6. [1]

Feral Imp
Level 1 Soldier
Tiny Shadow Humanoid (Necrotic, Fire)
XP N/A
HP 1/2 Necromancer; Bloodied Half-hp Initiative Necromancer's
AC 16; Fortitude 14, Reflex 14, Will 14 Perception Necromancer's
Speed 6 Low-light Vision
Resist Necromancer's resistances
Vulnerable None
Standard Actions
Unarmed Basic Ranged ♦ At-Will
Attack: Necromancer's Charisma or Constitution + 1 vs. Reflex
Hit: 1D4 + 2, 1D8 + 4, 1D12 + 6
Special: You can use this power once per turn as a free action, rather than a standard action that it would ordinarily be.


Skills
Skills Stealth (Dex), Perception (Wis), Insight (Wis)
Str 10 (0) Dex 16 (3) Wis 14 (2)
Con 10 (0) Int 18 (4) Cha 16 (3)
Alignment Unaligned Languages Necromancer, Undead
Equipment None

Zombie

Zombies do 1d8 damage per tier, or increase to 2d8 at level 11, and 3d8 at level 21. Zombies can use either Charisma or Constitution for their attack rolls, making them good secondary minions. They do not do much damage individually and are intended to add to the Necromancer's damage with regular attacks, and thus are generally not good primary minions, making them more effective secondary minions. They can however do an attack as a free action once per turn, independent of whether or not your character has taken an attack action. So, you and the zombie can attack in the same turn (instead of one minion attacking).

If you have taken the Summoner's Pact path, you can summon 1 zombie and 2 extra ghouls at a time, compared to the single minion you're ordinarily allowed. Summoning the minions only counts as a single minion summon, and doesn't count more towards your daily minion limit. This allows you to do 3 times the ordinary damage and potentially target 3 times the targets, however, the ghouls may only attack if you have used the at-will "minion attack" during your turn.

Zombie
Level 1 Soldier
Medium Shadow Humanoid (Necrotic, Fire)
XP N/A
HP 3/4 Necromancer; Bloodied Half-hp Initiative Necromancer's
AC 17; Fortitude 14, Reflex 14, Will 13 Perception Necromancer's
Speed 6 Low-light Vision
Resist Necromancer's resistances
Vulnerable None
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Necromancer's Charisma or Constitution + 2 vs. AC
Hit: 1d8, 2d8, 3d8
Special: You can use this power once per turn as a free action, rather than a standard action that it would ordinarily be.


Skills
Skills Stealth (Dex), Perception (Wis), Insight (Wis)
Str 18 (4) Dex 14 (2) Wis 10 (0)
Con 18 (4) Int 10 (0) Cha 12 (1)
Alignment Unaligned Languages Necromancer, Undead
Equipment None

Ghoul (x2)

Ghouls do 1d6 damage per tier, or increase to 2d6 at level 11, and 3d6 at level 21. Ghouls can use either Charisma or Constitution for their attack rolls, making them good secondary minions. They don't do much damage individually, and thus are generally not good primary minions unless paired together in a team. They do however do an attack as a free action once per turn if you have used the necromancer at-will power "minion attack", independent of whether or not your character has taken an attack action. So, you and the ghoul can attack in the same turn (instead of one minion attacking).

If you have taken the Summoner's Pact path, you can summon 1 zombie and 2 extra ghouls at a time, compared to the single minion you're ordinarily allowed. Summoning the minions only counts as a single minion summon, and doesn't count more towards your daily minion limit. This allows you to do 3 times the ordinary damage and potentially target 3 times the targets, however, the ghouls may only attack if you have used the at-will "minion attack" during your turn.

Zombie
Level 1 Soldier
Medium Shadow Humanoid (Necrotic, Fire)
XP N/A
HP 1/2 Necromancer; Bloodied Half-hp Initiative Necromancer's
AC 17; Fortitude 14, Reflex 14, Will 12 Perception Necromancer's
Speed 6 Low-light Vision
Resist Necromancer's resistances
Vulnerable None
Necromancer Minion
Unarmed Basic Melee ♦ At-Will
Attack: Necromancer's Charisma or Constitution + 2 vs. AC
Hit: 1d6, 2d6, 3d6
Special: You can use this power once per turn as a free action, rather than a standard action that it would ordinarily be.


Skills
Skills Stealth (Dex), Perception (Wis), Insight (Wis)
Str 18 (4) Dex 14 (2) Wis 10 (0)
Con 16 (3) Int 10 (0) Cha 12 (1)
Alignment Unaligned Languages Necromancer, Undead
Equipment None

Felhunter

Felhunters use constitution for their attack rolls. Like all minions, they can add your implement bonus to attack rolls. Felhunters, unlike most other minions, target reflex, which increases their damage. They make good primary minions, and have various special effects. They do 2D12, Brutal 1 damage. This increases to 3d12, Brutal 1 at level 11, and 5d12 Brutal 1 at level 21.


Felhunter
Level 1 Soldier
Medium Shadow Beast (Necrotic, Fire)
XP N/A
HP 3/4 Necromancer; Bloodied Half-hp Initiative Necromancer's
AC 18; Fortitude 15, Reflex 14, Will 14 Perception Necromancer's
Speed 6 Low-light Vision
Resist Necromancer's resistances
Vulnerable None
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Necromancer's Constitution + 2 vs. Reflex
Hit: 2d10, Brutal 1 - 3d12 Brutal 1, - 5d10 Brutal 1
Ranged 10 Conflagration ♦ Encounter
Attack: Necromancer's Constitution + 2 vs. Reflex
Hit: 2d10, Brutal 1 - 3d12 Brutal 1, - 5d10 Brutal 1


Skills
Skills Stealth (Dex), Perception (Wis), Insight (Wis)
Str 16 (3) Dex 16 (3) Wis 14 (2)
Con 10 (0) Int 10 (0) Cha 10 (0)
Alignment Unaligned Languages Necromancer, Undead
Equipment None

Voidwalker

Voidwalkers are very defense based, and make good companions to absorb damage. Voidwalker's use constitution for their attack rolls. Like all minions, they can add your implement bonus to attack rolls. Voidwalkers target AC; with higher defenses and health than most minions, they make good defensive minions. They can choose for any creature they target with an attack to be marked; if they do, the creature takes a -2 penalty to attack rolls that don't include the Voidwalker or Necromancer. They make good primary minions. They do 2D8, Brutal 1 damage. This increases 4d8 Brutal 1 + 2 at level 11, 6d8 Brutal 1 + 4 at level 21.

Voidwalker
Level 1 Soldier
Medium Shadow Beast (Necrotic, Fire)
XP N/A
HP Necromancer; Bloodied Half-hp Initiative Necromancer's
AC 19; Fortitude 15, Reflex 14, Will 13 Perception Necromancer's
Speed 6 Low-light Vision
Resist Necromancer's resistances
Vulnerable None
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Necromancer's Constitution + 2 vs. AC
Hit: 2d6 Brutal 1, 4d6 Brutal 1 + 2, 6d6 Brutal 1 + 4
Special: The target of the attack is marked until the end of your next turn. Unless the target attacks the necromancer or Voidwalker, they take a -2 penalty to attack rolls.


Skills
Skills Stealth (Dex), Perception (Wis), Insight (Wis)
Str 18 (4) Dex 14 (2) Wis 14 (2)
Con 16 (3) Int 10 (0) Cha 12 (1)
Alignment Unaligned Languages Necromancer, Undead
Equipment None

Felguard

The Felguard is a very powerful minions, who's attack are very damaging, but range wildly in effect. Felguard use constitution for their attack rolls. Like all minions, they can add your implement bonus to attack rolls. They make good primary minions. Felguard target AC; with higher defenses and damage than most minions', they make extremely powerful options for minions. Felguar'ds do 3d12. This increases to 5d12 + 1 at level 11, and 7d12 + 2 at level 21.

Felguard
Level 1 Soldier
Medium Shadow Humanoid (Necrotic, Fire)
XP N/A
HP 3/4 Necromancer; Bloodied Half-hp Initiative Necromancer's
AC 17; Fortitude 17, Reflex 14, Will 13 Perception Necromancer's
Speed 6 Low-light Vision
Resist Necromancer's resistances
Vulnerable None
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Necromancer's Constitution +2 vs. AC
Hit: 3d10, 5d10 + 1, 7d10 + 2
Free Actions
Ferocity ♦ Encounter
Effect: On a successful hit, you can add 1d10 extra damage on any damage roll. This increases to 2d10 extra damage at level 11, and 3d10 extra damage at level 21.


Skills
Skills Stealth (Dex), Perception (Wis), Insight (Wis)
Str 20 (5) Dex 14 (2) Wis 14 (2)
Con 16 (3) Int 10 (0) Cha 12 (1)
Alignment Unaligned Languages Necromancer, Undead
Equipment None

Succubus

The Succubus is a very powerful minion, who does very consistent damage. Succubus use constitution for their attack rolls. Like all minions, they can add your implement bonus to attack rolls. They make good primary minion's. Succubus target AC, but gain a +1 bonus to attack rolls; with higher defenses and damage than most minions', they make extremely powerful options for minions. They do 4d8 damage. This increases to 6d8 + 2 at level 11, and 8d8 + 6 at level 21.

Succubus
Level 1 Soldier
Medium Shadow Humanoid (Necrotic, Fire)
XP N/A
HP 3/4 Necromancer; Bloodied Half-hp Initiative Necromancer's
AC 16; Fortitude 15, Reflex 16, Will 14 Perception Necromancer's
Speed 6 Low-light Vision
Resist Necromancer's resistances
Vulnerable None
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Necromancer's Constitution + 3 vs. AC
Hit: 4d6, 6d6 + 2, 8d6 + 6
Seduction ♦ Encounter
Effect: You can target reflex with an attack, instead of AC.


Skills
Skills Stealth (Dex), Perception (Wis), Insight (Wis)
Str 20 (5) Dex 14 (2) Wis 14 (2)
Con 16 (3) Int 10 (0) Cha 12 (1)
Alignment Unaligned Languages Necromancer, Undead
Equipment None

Observer

The Observer is a ranged Necromancer creature, and targets AC with a +2 bonus to the attack. Observer use constitution for their attack rolls. Like all minions, they can add your implement bonus to attack rolls. They make good primary minion'. Observers target AC, but gain a +2 bonus to attack rolls; with higher defenses and damage than most minions', they make extremely powerful options for minions. Observers do 3d8 damage. This increases to 5d8 at level 11, and 7d8 at level 21.

Observer
Level 1 Soldier
Medium Shadow Humanoid (Necrotic, Fire)
XP N/A
HP 3/4 Necromancer; Bloodied Half-hp Initiative Necromancer's
AC 16; Fortitude 15, Reflex 16, Will 14 Perception Necromancer's
Speed 6 Low-light Vision
Resist Necromancer's resistances
Vulnerable None
Standard Actions
Unarmed Basic Ranged ♦ At-Will
Attack: Necromancer's Constitution + 4 vs. AC
Hit: 3d6, 5d6, 7d6


Standard Actions
Hover ♦ At-will
Effect: You can fly a distance equal to your speed. During the movement, you have an altitude of 2.


Skills
Skills Stealth (Dex), Perception (Wis), Insight (Wis)
Str 10 (0) Dex 16 (3) Wis 16 (3)
Con 12 (1) Int 18 (4) Cha 16 (3)
Alignment Unaligned Languages Necromancer, Undead
Equipment None

Abomination

Abominations make good average minions, with average damage and extra controller abilities. And they use constitution for their attack rolls. Like all minions, they can add your implement bonus to attack rolls. They make good primary minions. Observers target AC; with higher defenses than most minions, they also possess good controller abilities, making them well rounded. Abominations do 3d10 damage. This increases to 5d10 at level 11, and 7d10 + 2 at level 21.

Abominations have a special ranged attack, with a range of 5 squares. On a hit, you can choose to grapple the target. If you do, you can choose to pull the target to a square adjacent to you or the Necromancer.

Abomination
Level 1 Soldier
Medium Shadow Humanoid (Necrotic, Fire)
XP N/A
HP Necromancer; Bloodied Half-hp Initiative Necromancer's
AC 18; Fortitude 16, Reflex 15, Will 14 Perception Necromancer's
Speed 6 Low-light Vision
Resist Necromancer's resistances
Vulnerable None
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Necromancer's Constitution +2 vs. AC
Hit: 3d8, 5d8, 7d8 + 2


Standard Actions
Unarmed Fiendish Hook ♦ At-Will
Attack: Necromancer's Constitution +2 vs. AC
Hit: 2d8, 4d8, 6d6 +2
Special: On a hit, you can choose to grapple the target. If you do, you can choose to pull the target to a square adjacent to you or the Necromancer.


Skills
Skills Stealth (Dex), Perception (Wis), Insight (Wis)
Str 18 (4) Dex 14 (2) Wis 14 (2)
Con 16 (3) Int 10 (0) Cha 8 (-1)
Alignment Unaligned Languages Necromancer, Undead
Equipment None


Special Minion

Special minions are minions that can only be summoned under certain circumstances, such as by daily or paragon path powers. They persist only for a short while, and have other limitations, primarily due their strength in comparison to other minions. They also cut in to your daily minion threshold, which means that if you have already exceeded your threshold for the day, you simply can't summon more minions. The daily minion threshold thus limits how many extremely powerful minions you can summon a day, but also limits how many regular minions you can summon, as well.

Special Minion

  • Infernal
  • Doomguard
  • Patchwork Horror
  • Vrykul
  • Protodragon


Infernal

Infernals use constitution for their attack rolls. Like all minions, they can add your implement bonus to attack rolls. They make good primary minions, but only can be summoned temporarily. Infernals target AC; with higher damage and defenses than most minions, they make good all around minions. Infernals do 3d10 and gain a +1 bonus to attack rolls. This increases to 5d10 at level 11, and 7d10 + 2 at level 21.

When you target a creature with an attack, you can choose to mark the creature. If you do, the target takes a -2 penalty to all attack rolls that don't include the Infernal or Necromancer.


Infernal
Level 1 Soldier
Large Shadow Humanoid (Necrotic, Fire)
XP N/A
HP Necromancer; Bloodied Half-hp Initiative Necromancer's
AC 19; Fortitude 15, Reflex 16, Will 14 Perception Necromancer's
Speed 8 Low-light Vision
Resist Necromancer's resistances
Vulnerable None
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Necromancer's Constitution +3 vs. AC
Hit: 3d8, 5d8, 7d8 + 2
Encounter Power
Unarmed Hellfire's Brand ♦ Encounter
Attack: Necromancer's Constitution +3 vs. AC
Hit: 4d10, 6d10, 7d10 + 2


Skills
Skills Stealth (Dex), Perception (Wis), Insight (Wis)
Str 20 (5) Dex 16 (3) Wis 14 (2)
Con 16 (3) Int 12 (1) Cha 10 (0)
Alignment Unaligned Languages Necromancer, Undead
Equipment None


Doomguard

Doomguards use constitution for their attack rolls. Like all minions, they can add your implement bonus to attack rolls. They make good primary minions, but only can be summoned temporarily. Doomguards target AC; with higher damage and defenses than most minions, they make good all around minions. Doomguards do 6d6 damage. This increases to 10d6 + 2 at level 11, and 14d6 + 4 at level 21.

Doomguards also possess special ranged attacks.


Doomguard
Level 1 Soldier
Large Shadow Humanoid (Necrotic, Fire)
XP N/A
HP Necromancer; Bloodied Half-hp Initiative Necromancer's
AC 18; Fortitude 15, Reflex 16, Will 14 Perception Necromancer's
Speed 9 Low-light Vision
Resist Necromancer's resistances
Vulnerable None
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Necromancer's Constitution +2 vs. AC
Hit: 3d12, 5d12 +1, 7d12 + 4
At-will
Unarmed Basic Ranged ♦ At-will
Attack: Necromancer's Constitution +2 vs. AC
Hit: 3d10, 5d10 + 1, 7d10 + 2
Encounter Power
Unarmed Hellfire's Blast ♦ Encounter
Attack: Necromancer's Constitution vs. AC
Hit: 2d10, 4d10 + 1, 6d10 + 2


Skills
Skills Stealth (Dex), Perception (Wis), Insight (Wis)
Str 20 (5) Dex 16 (3) Wis 14 (2)
Con 16 (3) Int 12 (1) Cha 10 (0)
Alignment Unaligned Languages Necromancer, Undead
Equipment None


Patchwork Horror

Patchwork Horrors use constitution for their attack rolls. Like all minions, they can add your implement bonus to attack rolls. Patchwork horrors are usually summoned as secondary minions, which make them particularly effective at boosting your damage. Patchwork horrors target AC; with higher damage and defenses than most minions, they make good all around minions. Patchwork horrorss do 3d10 damage, and have a special attack power which allows them to attack at a range, doing 2d10 damage. This increases to 5d10 + 2 at level 11, and 7d10 + 4 at level 21.

Patchwork Horrors also have a special ranged attack, which allow them to grab their enemies and pull them closer to you or the minion.


Patchwork Horror
Level 1 Soldier
Large Shadow Humanoid (Necrotic, Fire)
XP N/A
HP Necromancer; Bloodied Half-hp Initiative Necromancer's
AC 19; Fortitude 15, Reflex 16, Will 14 Perception Necromancer's
Speed 8 Low-light Vision
Resist Necromancer's resistances
Vulnerable None
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Necromancer's Constitution +3 vs. AC
Hit: 3d8, 5d8, 7d8 + 2
Standard Actions
Unarmed Fiendish Hook ♦ At-Will
Attack: Necromancer's Constitution +2 vs. AC
Hit: 2d8, 4d8, 6d6 +2
Special: On a hit, you can choose to grapple the target. If you do, you can choose to pull the target to a square adjacent to you or the Necromancer.
Standard Actions
Unarmed Lock-down ♦ Encounter
Attack: Necromancer's Constitution +3 vs. Reflex
Hit: 2d8, 4d8, 6d6 +2
Special: On a hit, you can choose to grapple the target. If you do, you can choose to pull the target to a square adjacent to you or the Necromancer.


Skills
Skills Stealth (Dex), Perception (Wis), Insight (Wis)
Str 20 (5) Dex 16 (3) Wis 14 (2)
Con 16 (3) Int 12 (1) Cha 10 (0)
Alignment Unaligned Languages Necromancer, Undead
Equipment None

Vrykul

Vrykul
Level 1 Soldier
Large Shadow Humanoid (Necrotic, Fire)
XP N/A
HP Necromancer; Bloodied Half-hp Initiative Necromancer's
AC 19; Fortitude 15, Reflex 16, Will 14 Perception Necromancer's
Speed 8 Darkvision
Resist Necromancer's resistances
Vulnerable None
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Necromancer's Constitution +2 vs. AC
Hit: 2d8, 4d8, 6d8



Skills
Skills Stealth (Dex), Perception (Wis), Insight (Wis)
Str 20 (5) Dex 16 (3) Wis 14 (2)
Con 16 (3) Int 12 (1) Cha 10 (0)
Alignment Unaligned Languages Necromancer, Undead
Equipment None


Protodragon

Protodragon
Level 1 Soldier
Medium Shadow Dragon (Necrotic, Fire)
XP N/A
HP Necromancer; Bloodied Half-hp Initiative Necromancer's
AC 17; Fortitude 14, Reflex 16, Will 14 Perception Necromancer's
Speed 8 Darkvision
Resist Necromancer's resistances
Vulnerable None
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Necromancer's Constitution +3 vs. AC
Hit: 3d8, 5d8, 7d8 + 2
Standard Actions
Unarmed Dragon Breath ♦ At-Will
Attack: Necromancer's Constitution +2 vs. AC
Hit: 2d8, 4d8, 6d8
Standard Actions
Unarmed Dragon Fire ♦ At-Will
Attack: Necromancer's Constitution +2 vs. AC
Hit: 2d8, 4d8, 6d8



Skills
Skills Stealth (Dex), Perception (Wis), Insight (Wis)
Str 20 (5) Dex 16 (3) Wis 14 (2)
Con 16 (3) Int 12 (1) Cha 10 (0)
Alignment Unaligned Languages Necromancer, Undead
Equipment None