Red Minion (5e Creature)

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Red Minion[edit]

Small fiend, neutral evil


Armor Class 11
Hit Points 7 (2d6)
Speed 35 ft.


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 8 (-1) 10 (+0) 9 (-1)

Damage Immunities fire
Senses darkvision 30 ft. passive Perception 10
Languages The language of it's master (usually Common)
Challenge 1/4 (50 XP)


Water Weakness. If the Red Minion begins it's turn in water, it takes 2 (1d4) acid damage.


Ridiculous Loyalty. The Red Minion has advantage on saving throws against being charmed.


Slow Death. When the Red Minion is killed, it is instead reduced to 0 hit points unless killed by an Overlord's Sacrifice Minion ability. While reduced to 0 hit points, a Red Minion remains stable in that state for 3 of turns then at the end of the 3rd turn it dies.

ACTIONS

Fireball. Ranged Weapon Attack: +3 to hit, range 15/45 ft., one target. Hit: 4 (1d6 + 1) fire damage.


Minions seek to serve their evil Overlord (5e Class) in any way possible, from slaying all of his foes from letting him blow them up for his amusement. They do not fear death and will walk straight into battle with no concern for their own safety or be sacrificed for their life force merely because 'THE MASTER!!!' told them to.

Minion Types. There are four types of minions, each associated with various elements. The types of minions are Brown, Red, Blue, and Green. Overlords will often throw variety into their pack of minions so that there is an equal amount of Brown Minions stupidly running into combat, Red Minions pitching fireballs, Blue Minions correcting the blunders of their fellows, and Green Minions leaping upon their foes to tear them to pieces.

Flame Pitching. Red Minions can throw fireballs to attack their foes and set things on fire (making it a stupid idea to hide in tall dry grass from them). They are also immune to fire and feel at home in it. When confronted up close by enemies, they can and will continue throwing fireballs at them unlike most other creatures who attack by ranged methods.



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