View Full Version : Making a 4e Minion

2011-01-21, 02:35 PM
Seriously, how do you do it? I can't find the information anywhere!

So, if someone could direct me to a guide or something I would really appreciate it.

2011-01-21, 02:36 PM
Can you get your hands on Monster Builder? That should make your work much easier.

2011-01-21, 02:37 PM
I don't have a DDI subscription, so that isn't an option, I'm afraid.

2011-01-21, 02:38 PM
There should be something in the Dungeon Masters Guide but if not.

1) Take a monster of the apporpriate level.

2) Make it have 1 HP. Also, it doesn't take any damage on a missed attack.

3) Up it's defenses by...say...2.

4) Figure out it's purpose. Is it to swarm the opponent? Is it to explode when killed? Is it to provide flanking to stronger monsters? Is it to be consumed by stronger monsters for health?

5) Give it abilities which fit it's purpose.

6) Make sure any damage it does is a flat number, by raw, minions don't roll damage. This speeds up the process if you have...say...8 minions attacking at once.

edit: Make it give 1/4 of the exp of a monster of the same level. For example, if a normal monster gives 100xp then the minion gives 25.

2011-01-21, 02:54 PM
Sahuagin Flunky Level 2 Minion
Medium natural humanoid (aquatic) XP 31
Initiative +2 Senses +2; low-light vision
HP 1
AC 14; Fort 13; Ref 13; Will 12
Speed 6, swim 6
Tident (standard; at-will)*Weapon
+5 vs. AC; 4 damage ;see also blood frenzy
Blood Frenzy
A sahuagin gainsa a +1 bonus to attack rolls and a +2 bonus to damage against bloodied enemies
Alignment Chaotic Evil Langauges Abyssal
Str 14 (+3) Dex 14 (+3) Wis 12 (+2)
Con 10 (+1) Int 8 (+0) Cha 6 (-1)
Equipment trident

Does this look okay? I'm afraid the DMG skips minions.

Duos Greanleef
2011-01-21, 03:04 PM
OP, have you checked PH2? I think building minions is in there.
Unfortunately, I'm at work and my books are not.

2011-01-21, 03:04 PM
Quick test on defenses assuming PCs of the same level:

Striker Attack vs AC (14)
1d20 + 1 (1/2 level) + 2-3 (weapon proficiency) + 2-4 (stat modifier) + 1 (Class effects and/or feats)
= 1d20 + 6-9
At it's worst a striker needs a roll of 9 to hit.

Defender attack vs AC (14)
1d20 + 1 + 2-3 + 2-4
= 1d20 + 5-8
At it's worst a defender needs a roll of 10 to hit.

Leader attack vs AC (14)
1d20 + 1 + 2-3 + 2-3
= 1d20 + 4-7
vs FORT/REF/WILL (13/13/12)
1d20+ 1 + 2-4 + 1 (possible feat)
= 1d20 + 4-6
At it's worst a leader needs a roll of 11 to hit AC, 10 to hit a natural defense

Controller attack vs AC (14)
1d20 + 1 + 2-3 + 0-2
= 1d20 + 3-6
vs FORT/REF/WILL (13/13/12)
1d20 + 1 + 2-4 + 1 (possible feat)
= 1d20 + 4-6
At it's worst a controller needs a roll of 12 to hit AC, 10 to hit a natural defense

Looks good considering your party is fairly new. Just make sure to use quite a few of them or they'll die out too fast.

If your PCs optimise (ie: are not at their worst) I would recommend increasing defenses by 1-2 points each.

2011-01-21, 03:07 PM
DMG 2 has information on minion creation.

2011-01-21, 03:13 PM
Sipex's is a good minion convertor guide. They should have slightly highier 1 - 2 points defenses - just to compensate for the HP. But not noticeable.

I love to use packs of them - don't be afraid to use LOTS of them. The players really get a kick outta seeing 50+ enemies on the board :smallamused:

2011-01-21, 07:25 PM
Take a minion of another type of the level you want and go from there. If you can try to see MM3 minions.