Green Minion (5e Creature)

From D&D Wiki
Jump to navigation Jump to search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Overlord franchise, and/or include content directly affiliated with and/or owned by Codemasters. D&D Wiki neither claims nor implies any rights to Overlord copyrights, trademarks, or logos, nor any owned by Codemasters. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Green Minion[edit]

Small fiend, neutral evil


Armor Class 12
Hit Points 7 (2d6)
Speed 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 8 (-1) 10 (+0) 9 (-1)

Skills Stealth +6
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 30 ft. passive Perception 12
Languages The Language of it's master (usually Common)
Challenge 1/4 (50 XP)


Ridiculous Loyalty. The Green Minion has advantage on saving throws against being charmed.

Water Weakness. If the Green Minion begins it's turn in water, it takes 2 (1d4) acid damage.

Slow Death. When the Green Minion is killed, it is instead reduced to 0 hit points unless killed by an Overlord's Sacrifice Minion ability. While it is reduced to 0 hit points, it remains that state for 3 turns and at the end of the 3 turns it dies.

Passive Invisibility. If a Green Minion stays still for 2 turns or is ordered to ready an action by its Overlord, it becomes invisible until after it moves, attacks anything, or interacts with any object.

Nature’s Assassins. If a Green Minion surprises a creature and hits it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. This trait only applies once per combat.

ACTIONS

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) slashing damage and plus 5 (2d4) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Leap on Target. The Green Minion can leap on the back of it's target if it is size large or less, giving it advantage on attack rolls until it is thrown off by a DC 14 Strength check by it's target and lands prone. The target must carry the Green Minion's weight (20 lbs.) while the minion is on it.


Minions seek to serve their evil Overlord (5e Class) in any way possible, from slaying all of his foes from letting him blow them up for his amusement. They do not fear death and will walk straight into battle with no concern for their own safety or be sacrificed for their life force merely because 'THE MASTER!!!' told them to.

Minion Types. There are four types of minions, each associated with various elements. The types of minions are Brown, Red, Blue, and Green. Overlords will often throw variety into their pack of minions so that there is an equal amount of Brown Minions stupidly running into combat, Red Minions pitching fireballs, Blue Minions correcting the blunders of their fellows, and Green Minions leaping upon their foes to tear them to pieces.

Poison-breathing Assassins. Green Minions turn invisible when standing still and are often ordered to hide in packs along a caravan or patrol route to ambush their victims. They can also inhale poisons and enjoy living in very toxic conditions. Their usual method of attacking is to leap on their foes and tear them to pieces with their venomous claws.


Back to Main Page5e HomebrewCreatures