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
|
|
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|
Attack: Necromancer's Charisma or Constitution + 1 vs. Reflex
|
Hit: 1D4 + 2, 1D8 + 4, 1D12 + 6
|
|
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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
|
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
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HP 3/4 Necromancer; Bloodied Half-hp
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Initiative Necromancer's
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AC 17; Fortitude 14, Reflex 14, Will 13
|
Perception Necromancer's
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Speed 6
|
Low-light Vision
|
Resist Necromancer's resistances
|
Vulnerable None
|
|
Standard Actions
|
Unarmed Basic Melee ♦ At-Will
|
|
|
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Attack: Necromancer's Charisma or Constitution + 2 vs. AC
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Hit: 1d8, 2d8, 3d8
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Special: You can use this power once per turn as a free action, rather than a standard action that it would ordinarily be.
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Skills
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Skills Stealth (Dex), Perception (Wis), Insight (Wis)
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Str 18 (4)
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Dex 14 (2)
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Wis 10 (0)
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Con 18 (4)
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Int 10 (0)
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Cha 12 (1)
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Alignment Unaligned
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Languages Necromancer, Undead
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Equipment None
|
Ghoul (x2)[edit]
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
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Medium Shadow Humanoid (Necrotic, Fire) XP N/A
|
HP 1/2 Necromancer; Bloodied Half-hp
|
Initiative Necromancer's
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AC 17; Fortitude 14, Reflex 14, Will 12
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Perception Necromancer's
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Speed 6
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Low-light Vision
|
Resist Necromancer's resistances
|
Vulnerable None
|
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Necromancer Minion
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Unarmed Basic Melee ♦ At-Will
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Attack: Necromancer's Charisma or Constitution + 2 vs. AC
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Hit: 1d6, 2d6, 3d6
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Special: You can use this power once per turn as a free action, rather than a standard action that it would ordinarily be.
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Skills
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Skills Stealth (Dex), Perception (Wis), Insight (Wis)
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Str 18 (4)
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Dex 14 (2)
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Wis 10 (0)
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Con 16 (3)
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Int 10 (0)
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Cha 12 (1)
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Alignment Unaligned
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Languages Necromancer, Undead
|
Equipment None
|
Felhunter[edit]
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
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Medium Shadow Beast (Necrotic, Fire) XP N/A
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HP 3/4 Necromancer; Bloodied Half-hp
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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
|
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Standard Actions
|
Unarmed Basic Melee ♦ At-Will
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Attack: Necromancer's Constitution + 2 vs. Reflex
|
Hit: 2d10, Brutal 1 - 3d12 Brutal 1, - 5d10 Brutal 1
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Ranged 10 Conflagration ♦ Encounter
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Attack: Necromancer's Constitution + 2 vs. Reflex
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Hit: 2d10, Brutal 1 - 3d12 Brutal 1, - 5d10 Brutal 1
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Skills
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Skills Stealth (Dex), Perception (Wis), Insight (Wis)
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Str 16 (3)
|
Dex 16 (3)
|
Wis 14 (2)
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Con 10 (0)
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Int 10 (0)
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Cha 10 (0)
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Alignment Unaligned
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Languages Necromancer, Undead
|
Equipment None
|
Voidwalker[edit]
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
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HP Necromancer; Bloodied Half-hp
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Initiative Necromancer's
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AC 19; Fortitude 15, Reflex 14, Will 13
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Perception Necromancer's
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Speed 6
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Low-light Vision
|
Resist Necromancer's resistances
|
Vulnerable None
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Standard Actions
|
Unarmed Basic Melee ♦ At-Will
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Attack: Necromancer's Constitution + 2 vs. AC
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Hit: 2d6 Brutal 1, 4d6 Brutal 1 + 2, 6d6 Brutal 1 + 4
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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.
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Skills
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Skills Stealth (Dex), Perception (Wis), Insight (Wis)
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Str 18 (4)
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Dex 14 (2)
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Wis 14 (2)
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Con 16 (3)
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Int 10 (0)
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Cha 12 (1)
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Alignment Unaligned
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Languages Necromancer, Undead
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Equipment None
|
Felguard[edit]
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
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HP 3/4 Necromancer; Bloodied Half-hp
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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
|
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Standard Actions
|
Unarmed Basic Melee ♦ At-Will
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Attack: Necromancer's Constitution +2 vs. AC
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Hit: 3d10, 5d10 + 1, 7d10 + 2
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Free Actions
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Ferocity ♦ Encounter
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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.
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Skills
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Skills Stealth (Dex), Perception (Wis), Insight (Wis)
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|
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Str 20 (5)
|
Dex 14 (2)
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Wis 14 (2)
|
Con 16 (3)
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Int 10 (0)
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Cha 12 (1)
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Alignment Unaligned
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Languages Necromancer, Undead
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Equipment None
|
Succubus[edit]
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
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HP 3/4 Necromancer; Bloodied Half-hp
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Initiative Necromancer's
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AC 16; Fortitude 15, Reflex 16, Will 14
|
Perception Necromancer's
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Speed 6
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Low-light Vision
|
Resist Necromancer's resistances
|
Vulnerable None
|
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Standard Actions
|
Unarmed Basic Melee ♦ At-Will
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Attack: Necromancer's Constitution + 3 vs. AC
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Hit: 4d6, 6d6 + 2, 8d6 + 6
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Seduction ♦ Encounter
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Effect: You can target reflex with an attack, instead of AC.
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Skills
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Skills Stealth (Dex), Perception (Wis), Insight (Wis)
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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[edit]
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
|
|
|
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Attack: Necromancer's Constitution + 4 vs. AC
|
Hit: 3d6, 5d6, 7d6
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Standard Actions
|
Hover ♦ At-will
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Effect: You can fly a distance equal to your speed. During the movement, you have an altitude of 2.
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Skills
|
Skills Stealth (Dex), Perception (Wis), Insight (Wis)
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|
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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[edit]
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
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HP Necromancer; Bloodied Half-hp
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Initiative Necromancer's
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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
|
|
|
|
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Standard Actions
|
Unarmed Fiendish Hook ♦ At-Will
|
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|
|
Attack: Necromancer's Constitution +2 vs. AC
|
Hit: 2d8, 4d8, 6d6 +2
|
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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.
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Skills
|
Skills Stealth (Dex), Perception (Wis), Insight (Wis)
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|
|
|
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[edit]
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[edit]
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
|
|
|
|
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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[edit]
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
|
|
|
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At-will
|
Unarmed Basic Ranged ♦ At-will
|
|
|
|
Attack: Necromancer's Constitution +2 vs. AC
|
Hit: 3d10, 5d10 + 1, 7d10 + 2
|
|
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|
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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[edit]
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.
|
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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 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[edit]
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
|
Back to Main Page → 4e Homebrew → Creatures → Level 1
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