Necromancer Minions (4e Creature)
Minions of the Necromancer, Warlock (4e Class Variant). Like all Minions, these minions have their health based on a Fraction of the Necromancers, and do damage based on their ability modifiers. Their defenses and skill bonuses also improve by the Necromancer's, or 1/2 the Necromancer's level. Any armor enhancement bonuses you receive from your equipment are also added to the minion's defense bonuses. Minions receive your implement bonus to attack rolls, but receive no bonuses to damage rolls, such as from your implement or ability score, unless otherwise stated. All minions are considered animal creatures, and thus are unable to wield weapons they do not spawn with, even if they are humanoid. Minions have their own standard, movement, and minor actions each turn, however they cannot attack on their own unless prompted to by a power of the Necromancer or otherwise stated. Most creatures are medium size, and thus take up one square, however the Feral Imp is tiny and thus may remain in your square with you, and many special minions, such as the Infernal or Doomguard, are large creatures and take up 4 squares.
Special minions are minions of the warlock that can be summoned predominately through the use of special daily or encounter powers, and replace or augment your existing minion on the field. These minions are generally extremely powerful, and also somewhat difficult to control, being unwieldy and requiring a sustain minor to keep them on the field, or even being released from your control. After two turns, the special minion is generally dismissed, unless a sustain minor is used to keep it on the field. Some minions persist for the entire encounter, like the zombie or patchwork horror, adding to your overall damage for the rest of the battle. These are not minions you can normally summon, and thus do not serve as primary minions.
Minion List
- Feral Imp
- Zombie (x3)
- Felhunter
- Voidwalker
- Felguard
- Succubus
- Observer
- Abomination
Special Minion
- Infernal
- Doomguard
- Patchwork Horror
- Vrykul
- Protodragon
Feral Imp
Feral Imps 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 do however do an attack as a free action once per turn, target reflex and have a ranged attack power with a range of 10, allowing them to provide a bonus to your damage; this is independent of whether or not your character has taken an attack action. So, you and the imp can attack in the same turn (instead of one minion attacking). Imps do 1d4 + 2 damage, which increases to 1D8 + 4 damage at level 11, and 1D12 + 6 damage at level 21, and gain your implement bonus as a bonus to attack rolls. They do not however apply your ability bonus or any other damage bonuses as extra damage to their attacks unless otherwise specified. Furthermore, the Feral imp can benefit from your "Shadow Walk" class feature, and become invisible if they move more than 3 squares. As well, Feral Imps are considered tiny creatures, and thus can stay in your space with you. Feral imps have a movement speed of 6.
ZombieZombies 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.
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