Minion Generic Template
Adversary overview
Minion Generic Template
REF: https://callmepartario.github.io/og-dhsrd/#adversary-benchmarks-type-minion
Since minions don’t have damage dice, a critical success on an attack roll doesn’t increase damage. The GM might decide a minion (or Group Attack) doubles the damage instead
Minions are easily dispatched, but dangerous in numbers. The Minion feature determines how many additional Minions are defeated by incoming damage. Minions don’t make damage rolls, and use a flat damage modifier instead. Add the Group Attack feature, using the same damage dealt by the basic attack. Don’t assign too many other adversary features.
Minion (X)—Passive: The Minion is defeated when they take any damage. For every X damage a PC deals to the Minion, defeat an additional Minion within range the attack would succeed against.
Group Attack—Action: Spend a Fear to choose a target and spotlight all adveraries with the same name within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal Y physical damage each. Combine this damage.
Stat block
Standard attack
Features
Passives
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Minion (2)
The Minion is defeated when they take any damage. For every 2 damage a PC deals to the Minion, defeat an additional Minion within range the attack would succeed against.
Actions
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Group Attackfear 1
Spend a Fear to choose a target and spotlight all adversaries with the same name within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal Y physical damage each. Combine this damage.
Reactions
Motives & tactics
Experiences
- False Bravado +0
Minion Generic Template
Tier 1 minion
Minion Generic Template
Motives & Tactics: Harass, Obey Lawful Order, Cannon Fodder
Difficulty: 13 | Thresholds: 1/3 | HP: 1 | Stress: 1
ATK: 0 | Basic Melee Weapon: Melee | 3 Physical
Experience: False Bravado +0
HP:
STRESS:
Features
Minion Generic Template
REF: https://callmepartario.github.io/og-dhsrd/#adversary-benchmarks-type-minion
Since minions don’t have damage dice, a critical success on an attack roll doesn’t increase damage. The GM might decide a minion (or Group Attack) doubles the damage instead
Minions are easily dispatched, but dangerous in numbers. The Minion feature determines how many additional Minions are defeated by incoming damage. Minions don’t make damage rolls, and use a flat damage modifier instead. Add the Group Attack feature, using the same damage dealt by the basic attack. Don’t assign too many other adversary features.
Minion (X)—Passive: The Minion is defeated when they take any damage. For every X damage a PC deals to the Minion, defeat an additional Minion within range the attack would succeed against.
Group Attack—Action: Spend a Fear to choose a target and spotlight all adveraries with the same name within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal Y physical damage each. Combine this damage.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Minion Generic Template Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.