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Minions of the Necromancer. Like all Minions, these minions have their health based on a Fraction of the Necromancers, and do damage based on their ability modifiers. Their defenses and skill bonuses also improve by the Necromancer’s, or 1/2 the Necromancer’s level. Any armor enhancement bonuses you receive from your equipment are also added to the minion’s defense bonuses. Minions receive your implement bonus to attack rolls, but receive no bonuses to damage rolls, such as from your implement or ability score, unless otherwise stated. All minions are considered animal creatures, and thus are unable to wield weapons they do not spawn with, even if they are humanoid. Minions have their own standard, movement, and minor actions each turn, however they cannot attack on their own unless prompted to by a power of the Necromancer or otherwise stated. The zombie and imp are intended to be used alongside regular attack powers, and essentially replace your power for dealing an equivalent amount of damage. However, the other minions are meant to deal a lot of extra damage, and deal the bulk of the necromancer’s damage, dealing an equivalent amount to a full necromancer attack. Most creatures are medium size, and thus take up one square, however the Feral Imp is tiny and thus may remain in your square with you.

There are two types of minions; minions which assist your damage, and minions which make up the bulk of your damage. The minions which assist your damage can attack if you take a minor action; these are the zombie and imp minion. Where as minions that make up the bulk of your damage require a standard action to take an attack action. These typically deal higher damage, on average 13-16 damage by themselves.