Death Knight Minions (4e Creature)

Minions of the Death Knight (4e Class). Death Knight minions have their health based on a Fraction of the Death Knight's, and do damage based on their ability modifiers. Their defenses and skill bonuses also improve by the Death Knight's, or 1/2 the Death Knight's level. Any armor enhancement bonuses you receive from your equipment are also added to the minion's defense bonuses. Minions gain your implement enhancement bonus to attack rolls; as your weapon can serve as an implement, this bonus can be the equivalent of your weapon. They do not however gain any special effects from your weapon or implement when attacking, just the enhancement bonus to attack rolls. Minions are a vital part of the Death Knight's damage, being roughly on par with the Ranger or Warlock in regards to how much damage they add to your overall damage per turn. Minions however attack separately from the Death Knight, so their extra damage is not added directly to Death Knight attacks.

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Minion movements, attacks and actions do not count against the Death Knight's, so you can attack with both the Death Knight and minion powers each turn. This can be used to attack the same creature, or attack multiple creatures. Minions attack with the Death Knight's Strength ability modifier, rather than their own, however they do not add the strength ability as extra damage on their damage rolls. There are two classes of minions, Ordinary Minions and Special Minions. Ordinary Minions can be summoned normally with the "Summon Minion" power, while Special minions can only be summoned by the use of special powers. The Health of each minion is represented as a fraction of the Death Knight's, so for example Ghouls have "1/2 Death Knight" for HP, which would indicate that the Ghoul has half the maximum hitpoints of the Death Knight, while the Zombie has 3/4 and so on. Minion's also use other Death Knight attributes, such as initiative, perception and resistances, which is represented by the term "Death Knight" in and the appropriate modifier.


Ordinary Minion List

  • Ghoul
  • Zombie
  • Warhorse
  • Abomination

Special Minion

  • Infernal
  • Doomguard
  • Patchwork Horror
  • Vrykul
  • Protodragon


Ghoul

Ghouls deal 1d4 damage, which increases to 2d4 at level 11, and 3d4 at level 21. They don't contribute much individually to the Death Knight's power, however, when choosing the Ghoul option you can summon two ghouls at a time while only qualifying as 1 ghoul, giving Death Knights the ability to do twice the damage, and attack three separate creatures. Ghoul's movements, attacks and actions do not count against the Death Knight's, so you can attack with both the Death Knight and minion powers each turn. This can be used to attack the same creature, or attack multiple creatures. Ghouls attack with the Death Knight's Strength ability modifier, rather than their own, however they do not add the strength ability as extra damage on their damage rolls. However, Ghouls roll skills using their own attributes.

Ghoul
Level 1 Soldier
Medium Shadow Humanoid (Necrotic)
XP N/A
HP 1/2 Death Knight; Bloodied Half-hp Initiative Death Knight
AC 17; Fortitude 14, Reflex 13, Will 11 Perception Death Knight -1
Speed 6 Low-light Vision
Resist Death Knight's resistances
Vulnerable Radiant 3
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Death Knight's Strength + 2 vs. AC
Hit: 1d4 damage, 2d4 at level 11, 3d4 at level 21


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con)
Str 16 (3) Dex 14 (2) Wis 8 (-1)
Con 14 (2) Int 6 (-2) Cha 10 (0)
Alignment Unaligned Languages Death Knight's
Equipment None

Zombie

Zombies deal 1d10 damage with their melee basic attack, which increases to 2d10 at level 11 and 3d10 at level 21. Zombies movements, attacks and actions do not count against the Death Knights, so you can attack with both the Death Knight and minion powers each turn. This can be used to attack the same creature, or attack multiple creatures. Zombies attack with the Death Knight's Strength ability modifier, rather than their own, however they do not add the strength ability as extra damage on their damage rolls. However, Zombie's roll skills using their own attributes.

Zombie
Level 1 Soldier
Medium Shadow Humanoid (Necrotic)
XP N/A
HP 3/4 Death Knight; Bloodied Half-hp Initiative Death Knight
AC 18; Fortitude 15, Reflex 14, Will 13 Perception Death Knight -1
Speed 6 Low-light Vision
Resist Death Knight's resistances
Vulnerable Radiant 3
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Death Knight's Strength + 3 vs. AC
Hit: 1d10
Standard Actions
Unarmed Sunder ♦ At-Will
Attack: Death Knight's Strength + 3 vs. AC
Hit: 1d6 damage. In addition, the target takes a -1 penalty to one defense of choice until the end of your next turn.


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (wis), Intimidate (Str)
Str 18 (4) Dex 16 (3) Wis 10 (0)
Con 16 (3) Int 8 (-1) Cha 12 (1)
Alignment Unaligned Languages Death Knight's
Equipment None

Warhorse

Warhorses deal 1d8 damage, which increases to 2d8 at level 11 and 3d8 at level 21. Warhorse's attacks and actions do not count against the Death Knight's, so you can attack with both the Death Knight and minion powers each turn. This can be used to attack the same creature, or attack multiple creatures. Warhorses attack with the Death Knight's Strength ability modifier, rather than their own, however they do not add the strength ability as extra damage on their damage rolls. However, Warhorses roll skills using their own attributes. Further, the Warhorse can mark any target which it successfully hits with an attack, which means the target suffers a -2 penalty to attack rolls unless it targets the warhorse or the Death Knight.

Warhorses are unique in that they move in the same space as the Deathknight, and move when the Death knight moves, for the Death Knight. Essentially serving as a mount, the Warhorse is Ephemeral, and thus can move through common obstacles when not being ridden or even turn invisible. They can be "summoned" in combat and appear beneath the Death Knight, making it easier to transport or possess one indoors without drawing attention. As a magical warhorse, it doesn't possess the same restrictions as mounts, and does not qualify as a mount, however you cannot ride the warhorse and a mount at the same time. When riding the warhorse, the Death knight gains a speed of 6, and can use the Warhorse's skills for Acrobatics, Athletics, Endurance, and Stealth. While Warhorses can attack creatures independently of the Deathknight, they have to move in the same space as the Death Knight, and thus can only attack creatures adjacent to the Death Knight and the warhorse.

Warhorse
Level 1 Mount
Medium Shadow Humanoid (Necrotic)
XP N/A
HP Death Knight; Bloodied Half-hp Initiative Death Knight
AC 19; Fortitude 16, Reflex 14, Will 13 Perception Death Knight +1
Speed 6 Low-light Vision
Resist Death Knight's resistances
Vulnerable Radiant 1
Undead Minion
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Death Knight's Strength + 3 vs. AC
Hit: 1d10
Unarmed Ferocious Might ♦ Encounter
Attack: Death Knight's Strength + 3 vs. AC
Hit: 2d10


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (wis), Perception wis), Intimidate (Str)
Str 20 (5) Dex 16 (3) Wis 12 (1)
Con 16 (3) Int 8 (-1) Cha 12 (1)
Alignment Unaligned Languages Death Knight's
Equipment None

Abomination

Abominations deal 1d8 damage, which increases to 2d8 at level 11 and 3d8 at level 21. However, Abomination's attacks, movements, and actions do not count against the Death Knight's, so you can attack with both the Death Knight and minion powers each turn. This can be used to attack the same creature, or attack multiple creatures. Abominations attack with the Death Knight's Strength ability modifier, rather than their own, however they do not add the strength ability as extra damage on their damage rolls. However, Abominations roll skills using their own attributes.

Abominations are unique in that they have a special ranged attack. Instead of their ordinary at-will, they can do an attack with one damage die lower out to a range of 5, and pull the target to a square adjacent to the Death Knight or Abomination (if the Death Knight is within range).

Abomination
Level 1 Soldier
Medium Shadow Humanoid (Necrotic)
XP N/A
HP Death Knight; Bloodied Half-hp Initiative Death Knight
AC 18; Fortitude 15, Reflex 13, Will 11 Perception Death Knight -1
Speed 6 Low-light Vision
Resist Death Knight's resistances
Vulnerable Radiant 3
Undead Minion
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Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Death Knight's Strength + 2 vs. AC
Hit: 1d8 damage, 2d8 at level 11, 3d8 at level 21
Unarmed Ranged Hook ♦ At-Will
Attack: Death Knight's Strength +3 vs. AC
Hit: 1d6 damage, 2d6 at level 11, 3d6 at level 21
Effect: You pull the target to a square adjacent to either the Abomination or Death Knight, if the Death Knight is within range of the power.


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con)
Str 16 (3) Dex 14 (2) Wis 8 (-1)
Con 14 (2) Int 6 (-2) Cha 10 (0)
Alignment Unaligned Languages Death Knight's
Equipment None



Special Minion

Special Minions can in General only be summoned by special daily and encounter powers. They count against your daily minion limit, unless otherwise specified. Much more powerful than regular minions, they usually carry some kind of special ability as well, which makes them unusually capable.

  • Infernal
  • Doomguard
  • Patchwork Horror
  • Vrykul
  • Protodragon


Infernal

Infernals do 2d6 (Brutal 1) damage, which increases to 4d6 (Brutal 1) damage at level 11 and 6d6 (Brutal 1) damage at level 21. Infernal's movements, attacks and actions do not count against the Death Knight's, so you can attack with both the Death Knight and minion powers each turn. This can be used to attack the same creature, or attack multiple creatures. Infernals attack with the Death Knight's Strength ability modifier, rather than their own, however they do not add the strength ability as extra damage on their damage rolls. However, Infernals roll skills using their own attributes. Further, the Infernal can mark any target which it successfully hits with an attack, which means the target suffers a -2 penalty to attack rolls unless it targets the Infernal or the Death Knight.

Infernal
Level 1 Special Minion
Medium Shadow Humanoid (Necrotic)
XP N/A
HP Death Knight; Bloodied Half-hp Initiative Death Knight
AC 19; Fortitude 16, Reflex 14, Will 13 Perception Death Knight +1
Speed 8 Low-light Vision
Resist Death Knight's resistances
Vulnerable Radiant 1
Undead Minion
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Death Knight's Strength + 3 vs. AC
Hit: 2d6, Brutal 1
Close Burst 1 Hellfire's Brand ♦ Encounter
Attack: Death Knight's Strength + 3 vs. AC
Hit: 2d10


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (wis), Perception (wis), Intimidate (Str)
Str 20 (5) Dex 16 (3) Wis 12 (1)
Con 16 (3) Int 8 (-1) Cha 12 (1)
Alignment Unaligned Languages Death Knight's
Equipment None

Doomguard

Doomguards do 2d8 damage, which increases to 4d8 at level 11, and 6d8 at level 21. Doomguard's movements, attacks and actions do not count against the Death Knight's, so you can attack with both the Death Knight and minion powers each turn. This can be used to attack the same creature, or attack multiple creatures. Doomguards attack with the Death Knight's Strength ability modifier, rather than their own, however they do not add the strength ability as extra damage on their damage rolls. However, Doomguards roll skills using their own attributes.

Doomguard
Level 1 Special Minion
Medium Shadow Humanoid (Necrotic)
XP N/A
HP Death Knight; Bloodied Half-hp Initiative Death Knight
AC 19; Fortitude 17, Reflex 15, Will 15 Perception Death Knight +1
Speed 9 Low-light Vision
Resist Death Knight's resistances
Vulnerable Radiant 1
Undead Minion
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Death Knight's Strength + 3 vs. AC
Hit: 2d8, 4d8, 6d8
Ranged 10 Basic Ranged ♦ At-Will
Attack: Death Knight's Strength + 2 vs. Reflex
Hit: 2d6, 4d6, 6d6
Unarmed Necrotic Mark ♦ Encounter
Attack: Death Knight's Strength + 3 vs. AC
Hit: Add 1d10 extra damage to a successful melee basic attack. This increases to 2d10 at level 11 and 3d10 at level 21.


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (wis), Perception wis), Intimidate (Str)
Str 20 (5) Dex 16 (3) Wis 12 (1)
Con 16 (3) Int 8 (-1) Cha 12 (1)
Alignment Unaligned Languages Death Knight's
Equipment None


Patchwork Horror

Patchwork Horrors do 2d6 damage, which increases to 4d6 at level 11, and 6d6 at level 21. Patchwork Horror's movements, attacks and actions do not count against the Death Knight's, so you can attack with both the Death Knight and minion powers each turn. This can be used to attack the same creature, or attack multiple creatures. Patchwork Horrors attack with the Death Knight's Strength ability modifier, rather than their own, however they do not add the strength ability as extra damage on their damage rolls. However, Patchwork Horror's roll skills using their own attributes.

Patchwork horror's possess a special ability which allows them to drag their enemies

Patchwork Horror
Level 1 Special Minion
Medium Shadow Humanoid (Necrotic)
XP N/A
HP Death Knight; Bloodied Half-hp Initiative Death Knight
AC 19; Fortitude 16, Reflex 13, Will 15 Perception Death Knight
Speed 6 Low-light Vision
Resist Death Knight's resistances
Vulnerable Radiant 1
Undead Minion
Standard Actions
Unarmed Basic Melee ♦ At-Will
Attack: Death Knight's Strength + 3 vs. AC
Hit: 2d6, 4d6, 6d6
Ranged 10 Ranged Hook ♦ At-Will
Attack: Death Knight's Strength + 3 vs. Reflex
Hit: 2d4. In addition, you pull the target to a square adjacent to either the Abomination or Death Knight, if the Death Knight is within range of the power. This increases to 4d4 Brutal 1 at level 11 and 6d4 brutal 1 at level 21.
Unarmed Brutal Blow ♦ Encounter
Attack: Death Knight's Strength + 3 vs. AC
Hit: Add 1d10 extra damage to a successful melee basic attack. This increases to 2d10 at level 11, and 3d10 at level 21.


Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (wis), Perception wis), Intimidate (Str)
Str 20 (5) Dex 16 (3) Wis 12 (1)
Con 16 (3) Int 8 (-1) Cha 12 (1)
Alignment Unaligned Languages Death Knight's
Equipment None


Protodragon

Protodragons do specialized range attacks, from an area burst 1, to a close blast 3, to a close burst 1, with varying effects and damage. Protodragon's movements, attacks and actions do not count against the Death Knight's, so you can attack with both the Death Knight and minion powers each turn. This can be used to attack the same creature, or attack multiple creatures. Protodragons attack with the Death Knight's Strength ability modifier, rather than their own, however they do not add the strength ability as extra damage on their damage rolls. However, Protodragon roll skills using their own attributes.

Protodragon
Level 1 Special Minion
Medium Shadow Dragon (Necrotic)
XP N/A
HP 3/4 Death Knight; Bloodied Half-hp Initiative Death Knight
AC 18; Fortitude 16, Reflex 15, Will 15 Perception Death Knight + 2
Speed 8 Dark Vision
Resist Death Knight's resistances
Vulnerable Radiant 1
Undead Minion
Standard Actions
Close Blast 3 Dragon Breath ♦ At-Will
Attack: Death Knight's Strength + 3 vs. AC
Hit: 1d8. Increases to 2d8 at level 11, and 3d8 at level 21.
Standard Actions
Close Burst 1 Dragon Burst ♦ At-Will
Attack: Death Knight's Strength + 3 vs. AC
Hit: 1d8. Increases to 2d8 at level 11, and 3d8 at level 21.
Standard Actions
Area Burst 1, Ranged 10 Dragon Fire ♦ At-will
Attack: Death Knight's Strength + 3 vs. AC
Hit: 1d6. Increases to 2d6 at level 11, and 3d6 at level 21.
Standard Actions
Area Burst 2, Ranged 10 Dragon's Torment ♦ Encounter
Attack: Death Knight's Strength + 3 vs. Reflex
Hit: 2d10. Increases to 3d10 at level 11, and 4d10 at level 21.



Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (wis), Perception wis), Intimidate (Str)
Str 20 (5) Dex 16 (3) Wis 12 (1)
Con 16 (3) Int 8 (-1) Cha 12 (1)
Alignment Unaligned Languages Death Knight's
Equipment None


Vrykul

Vrykuls do 1d8 damage, which increases to 2d8 at level 11, and 3d8 at level 21. Unlike most minions, every attack is a close burst 1 instead of a single target attack. Vrykul's attacks and actions do not count against the Death Knight's, so you can add the extra bonus damage to your own, or even attack separate creatures. Vrykuls attack with the Death Knight's Strength ability modifier, rather than their own, however they do not add the strength ability as extra damage on their damage rolls. However, Vrykul roll skills using their own attributes.

Vrykul
Level 1 Special Minion
Medium Shadow Dragon (Necrotic)
XP N/A
HP 1.25 Death Knight; Bloodied Half-hp Initiative Death Knight + 2
AC 20; Fortitude 18, Reflex 15, Will 15 Perception Death Knight + 2
Speed 8 Dark Vision
Resist Death Knight's resistances
Vulnerable Radiant 1
Undead Minion
Standard Actions
Close Burst 1 Giant's Step ♦ At-Will
Attack: Death Knight's Strength + 3 vs. AC
Hit: 1d8. Increases to 2d8 at level 11, and 3d8 at level 21.
Close Blast 2 Giant's Breath ♦ At-Will
Attack: Death Knight's Strength + 3 vs. AC
Hit: 1d10, and the target is slowed. Increases to 2d10 at level 11, and 3d10 at level 21.
Close Burst 2 Giant's Lement ♦ Encounter
Attack: Death Knight's Strength + 3 vs. Reflex
Hit: 2d12 and the target is slowed and knocked prone. Increases to 4d12 at level 11, and 6d12 at level 21.



Skills Athletics (Str), Acrobatics (Dex), Endurance (Con), Insight (wis), Perception wis), Intimidate (Str)
Str 20 (5) Dex 16 (3) Wis 12 (1)
Con 16 (3) Int 8 (-1) Cha 12 (1)
Alignment Unaligned Languages Death Knight's
Equipment None

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gollark: Ender modems can send and receive at arbitrary distances.
gollark: You can use a regular wireless modem on the other end.
gollark: Honestly, I would have liked it more if the unlimited range modems were big structures of some sort so routing actually existed.
gollark: Yes, wireless modems can only go some amount of blocks depending on their height and the weather.
gollark: The only real advantage it has is routing, and ender modems obsoleted that (which I'm kind of sad about).
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