| Post/Author/DateTime | Post |
|---|---|
| sotruedre07-15-07, 05:45 PM | my group is all level 2 and our going to be fighting an npc wizard in a castle. Was just wondering what minions the wiazrd should have |
| Return of the Flumph07-15-07, 07:01 PM | Humanoid mercs. |
| armeniantwins07-15-07, 07:03 PM | Well, if the wizard was evil, commoner zombies and skeletons could make up an encounter, possibly buffed by an evil Cleric, a servant of the wizard. Or, you could just use 1st or 2nd level warriors of whatever race the wizard is. Be sure to include a variety of encounters in your castle (Not just melee encounters.) |
| OneEye58907-15-07, 07:04 PM | Wizard minions? Well, you could make the wizards familiar an encounter itself. So any animal available to be a familiar. Any human or humanoid training under the wizard (ex. A level 1 human wizard apprentice). Animated Objects could be fun. A stirge (CR 1/2) let out of it's cage. A grig (CR 1) friend or helper of the wizard. A homunculus (CR 1) helper would be perfect. A nixie (CR 1) would be another friend or helper. An imp (CR 2) couldn be a minion. Or a dretch (CR 2). Or a quasit (CR 2). A shocker lizard (CR 2) could be a pet. A vargouille (CR 2) could be a minion. If you have Complete Arcane: All of the Grues (small elemental creatures) are CR 2. If you have Monster Manual 3: Mindshredder Larva are CR 1. Maybe the wizard could have one locked up and set it out against the PCs? Small Storm Elementals are CR 2. Lurking Stranglers are CR 2. Maybe as a captive by the wizard, or working for a beholder, spying on the wizard. The spellwarped template could be applied to a creature. And then there's living spells. One of the samples (Sickening Sleep) is CR 2. There's some. |