Adversaries in Strange & Grim - OLD | World Anvil

Adversaries

Henches, Goons, and Bosses

One thing worth mentioning is the use of three different types of enemies when you're picking fights around town.   Goon. Cannon fodder for bosses. They have no edge, just a Health score equal to their Constitution. In terms of combat ability, they are paper tigers - they are fairly capable in combat, but are easy to defeat.
Bruiser. Standard CR combatants for your level. If they were in a movie, they'd be the bad guy who puts up a good fight before getting taken out.
Bosses. As the name implies, they're important individuals. That doesn't necessarily equate to uber tough, though. Usually it means they have some valuable information, have a bunch of protection, and are tough to defeat.
Cryptids. These are pretty much standard kill or be killed critters in D&D.

Defeating vs. Killing

Most goons and bruisers will give up before they reach 0 Health, but will pass out if they do reach 0. Death doesn't occur until they reach -Con in Health. That doesn't mean they won't bleed out or be killed outright by a critical hit, but agents have to try in order to outright murder people.  

Minion, Average CR: 1/8

Medium humanoid (various), any evil
Armor Class: 11
Hit Points:
Speed: 30 ft

STR

12 +1

DEX

12 +1

CON

11 +0

INT

11 +0

WIS

8 -1

CHA

8 -1

Skills: Athletics +3
Senses: Passive Perception: 9
Languages: Commonwealth
Challenge Rating: 1/8

Multiattack. The minion makes two melee attacks.   Choice of Weapons. The minion always has one melee weapon; and will often have one additional ranged weapon.

Actions

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage.   Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage.   Pistol, Volt Mk. 1. Ranged Weapon Attack: +3 to hit, range 40/60 ft., one target. Hit: 4 (1d6 + 1) lightning damage.   Rifle, Volt. Ranged Weapon Attack: +3 to hit, range 120/240 ft., one target. Hit: 6 (1d10 + 1) lightning damage. When a target is struck by an elemental lightning effect, they must make a DC 12 Constitution saving throw. If they fail, they drop everything they are carrying and suffer disadvantage on all actions for a number of rounds equal to the number of damage dice rolled on the initial attack.

Minions are usually the rank and file members of just about any organization, syndicate, or government. They do the heavy lifting, the guarding, and are the first sent in response to any sort of alarm. While easily defeated on their own, they can be dangerous in large numbers. Additionally, they almost always know the "lay of the land" in their work or security locations. As such, most minions have the ability to Raise the Alarm if given the opportunity.

Suggested Environments

Minions are found anywhere there is an organized group.


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