Wasters in Dungeons & Dragons do not often work alone, instead their power and influence spread over others to achieve goals that they otherwise could not otherwise. These minions act in their master's interest, either through devoted loyalty or through the threat of violence, or worse.
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While any human being can become a villain's handcuffer or cult member, some creatures are better suited for the job, depending on the master. These creatures are ideal minions with unique properties that make them stand out among your typical humanoids.
9
Koboldar
Kobolds are much smaller and less powerful descendants of dragons and are frightening inventors who are eager to serve their burning masters. Alone is Kobold's weak and has a frighteningly small life, but is more than terrible when part of a larger monastery of scaly dragonoids.
Often, expert traps and elaborate structures are made from whatever debris and residues they can find, the caves they live in become well -defined fortresses. Dragons that use Kobolds often think that their caves are much safer and always have a clear meal nearby.
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Star Spawn
Star Spawn is created by older evil that lives in addition to the material plane, are unique deviations that serve their creators' inconceivable goals. Particularly disgusting villains can do business with an eldest evil, which means that the use of Star Spawn will serve their own goals.
Star Spawn also comes in almost any form or form, sometimes as a swarm of maggots in a mantle, sex -armed monstrosity or translucent Behoth. Those who control Star Spawn will call a specific type depending on their needs, from sensitive brute to Clairvoyant advisers.
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Mimics
Given furniture, random objects and even small structures, mimicking imitations waiting to catch prey that crosses their path or incorrectly handles them. Although it mostly acts as an animal -shapers, older imitations and mimic colonies can be motivated by and even controlled.
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An Archwizard in a remote tower can use imitation to protect its secrets, even use an imitation to act as a game book or protective mantle. They also act as perfect spies, which can remain hidden in vision for a longer period of time while collecting whispers.
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Evil spirit
Smarter, wiser and more wild than your average zombie, ghouls can be created through the use of ghoul fever contracted by its pieces. Necromancers or Liches can use ghouls as its primary servants, foot soldiers and trackers, who can think and move in ways that typical undead cannot.
Ghouls also make decent packing hunters, as Necromancers can send groups at a time to terrorize villages or track disturbing adventure parties, hoping to use their infecting pieces to grow their rankings. Ghouls are easy to replace and infinitely dispensing, are ideal minions for masters in the undead.
Skeletons and zombies also make useful workers and are easier for necromancers to do and control.
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Clockwork designs
Made of metal, gears and stone, clockwork structures are animated vending machines that are built for any number of data. Often the creators of chaotic artists who collect an army of powerful soldiers, every new clockwork construction is often stronger and larger than the last.
Especially brilliant craftsmen can even automate the process and produce mass amounts of deadly machines only limited by available materials and energy. The biggest problem with Clockwork Minions is their lack of intelligence, only useful for the explicit purpose for which they were created.
4
Fast
Feywild Denizen's cursed by a fey queen, Quicklings are impossibly fast and always ready to use their gifts to cause harm to slower creatures. Powerful hags can do business with fasting, use their speed to deliver messages or retrieve items from great distances.
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Quicklings also make useful spies, can come in and out of places in a blur, only noticeable with guards like a mysterious flash of blue. Quicklings, however, do not make good soldiers and require a powerful or convincing leader to remain loyal so that they do not become the next goal for a quick trickery.
3
Redcap
Small, fey creatures with an infinite blood loud, redcaps are similar to wild stylish sneezes with iron boots and red hats. Redcaps is just to take care of their desire for blood casting and murder, from the spilled blood from such similar events.
Chaotic evil villains with a preference for murder can deliberately spawn redcaps and create an army of followers that sow the carnage in their combined wake. Less bloodthirsty villains can use redcaps to protect their homes with the promise of fresh victims to continue their existence.
Redcaps must wash their hats with fresh blood every three days or they die.
2
Merreg
Once already mining that served their evil masters in life, in death their souls turn into merregons, devilish foot soldiers who protect the nine Hells. Their faces are masks of gold permanently bolted in the head, and they make perfect servants for devils.
In fact, Merregon's has no desire other than total and complete loyalty, which goes out to perform any task required by them, even their own death if needed. Cambions, Arch Devils and Pit Fiends are often followed by Merregon which acts as bodyguards or speiders.
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Sea spawn
Humanoid creatures turned underwood, sea spawn created from one of many powerful creatures that lurk in depth. Lost for their old self is Sea Spawn shaped to resemble most types of underwater life while they cannot return to land for long without choking.
Sea Spawn makes perfect minions for Krakens, Dragon Turtles, Morkoths and Sea Hags and uses them to patrol their huge territories and attack passing vessels or curious adventurers. Due to sea springs that take on a number of unique properties, they can even specialize in different tasks depending on their abilities.