Minions are low-level, quasi-loyal followers who do the bidding of a leader, often a Mastermind or a Champion. They are non-combat characters, but they can have a variety of uses. Minions can, for example, do bank runs, perform mundane labour, answer phones, relay information, act as spies, or even parley with the enemy. They do not, however, have any combat abilities. They cower and surrender at the first sign of violence. They have no feats and certainly not powers. They don’t even have a BAB.


Class n/a
Species any (without special abilities)
Hit Dice 1d4 (2HPs)
Mass. Damage 10
Initiative 0
Speed 30 ft.
Defence  10
Touch: 10, Flat-Footed: 10
Knockback +0
Base Attack n/a
Attacks none (cower in fear at any sign of danger)
Ability Scores Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Size/Reach Medium / 5 ft.
Allegiance Leader
Saves  Fort +0, Ref +0, Will +0
Action Points n/a
Reputation +0
Occupation none
Skills none
Languages a single language (Leader’s choice)
Feats none
Proficiencies none
Power Die n/a
Origin n/a
Powers none
Special Abilities none
Wealth +0
Equipment provided by Leader
Ads none
Comps none


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