In my previous Rules Lab post, “Ten House Rules for More Dynamic 5E Combat” I discussed making use of minion rules to speed up combat and avoid the headache of tracking hit points for a horde of creatures, while still simulating that these creatures have different hit point totals. After further play and consideration, I realized a flaw in the system that had never come up, but the possibility made me reconsider how to handle minions.
But let’s start with what I wouldn’t change (at least not yet). I wrote,
Any opponents that outnumber the PCs 2-to-1 or more in any given battle (or 5-to-1 or more in an overall location, like a dungeon), have a CR that is 1/4th or less than the party’s average level and doesn’t have too many special attacks or abilities (or any single complex ability) can be made into a “minion.”

The above remains the case. You don’t want “beholder minions” as reducing them to such, would not only undermine the true horror of these creatures, but keeping track of a horde of them would be migraine-inducing, what with their multiple eyestalks and abilities. I wouldn’t even want frost giant minions, because despite being relatively straightforward, as giants they should remain individually difficult to kill. Why even use giants if you didn’t want that? The one thing I would clarify is that when determining the maximum challenge rating for a minion, round off to the nearest CR instead of automatically rounding down. Thus, a party whose average level is 7th could face minions of up to CR 2 creatures (7 divided by 4 is 1.75, which rounded off to the nearest CR is 2).
Now let’s jump to the end of what I wrote, because this remains unchanged as well:
Minions save against individually-targeted spells and other effects as normal. When it comes to spells or effects that cover a group, just assume at least half fail. If the DC is over 15, assume three-quarters do.
What I did change was how damaging and defeating a minion actually works. Originally, I was handling it as follows:
[I]f any [minion] takes damage equal to half or more of their total hit points, the next damaging attack against them drops them to 0 regardless of how many hit points they have left. Conversely, if such a minion takes less than half than their maximum hit points from any blow, any blow that follows that does half or more (even if not totaling their max) drops them to 0.
But then I realized that if an opponent never hits for at least half the minion’s maximum hit points then either it becomes effectively invincible or the DM is back to tracking hit points which defeats the point. As such, I decided I needed to make defeating minions easier. The new rule is as follows:
When a minion takes damage equal to more than half of its maximum hit points it is killed. If a minion takes half or less their maximum hit points from any blow, any blow that follows that and does at least one point of damage kills it.
This is significantly easier than my previous minion rules. Essentially, it means that sometimes minions only take one shot to defeat, but they never take more than two.
You might also notice that I changed the language to “kill” from “drop to 0 hit points.” This is because if half the point of a minion is to eliminate bookkeeping (the other half is maintaining the enemy’s threat), then keeping track of death saves is not something you are going to want to do. I assume most DMs don’t keep track of death saves for enemies, but I sometimes do under the generalized rubric of “if they have a name they get a death save.” However, I sometimes also give death saves to nameless monsters that are dropped to exactly 0 hit points. I also made the language clearer and more consistent by using the term “maximum hit points.”
Anyway, the complete revised rule follows:
Minions
Minion versions of creatures can be used under the following conditions: The creatures must outnumber the PCs 2-to-1 or more in any given battle (or 5-to-1 or more in an overall location, like a dungeon), have a Challenge Rating that is 1/4th or less than the party’s average level (rounded off to the nearest CR), and doesn’t have too many special attacks or abilities (or any single complex ability). These minions have all the abilities and hit points as normal for a creature of their type (though I recommend tweaking the hit points down to a nice round number).
When a minion takes damage equal to more than half of its maximum hit points, it is killed. If a minion takes half their maximum hit points or less from any blow, any subsequent blow that does at least one point of damage kills them.
Minions save against individually-targeted spells and other effects as normal. When it comes to spells or effects that cover a group, just assume at least half fail. If the DC is over 15, assume three-quarters do. Either way, apply the damage the same as above.
As you can see from the above, I am constantly rethinking and tweaking rules and that is why I am not so worried about trying them out (esp. when they are just DM facing and players may not be aware of the specific mechanics). What doesn’t work can always be changed further, dropped, or replaced entirely. What works can inspire experimentation in other areas. Ultimately, my point of view is that nothing needs to be permanent, and it is just a game so why not experiment; be ready to be flexible and alert to unintended consequences.
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