In a
previous article, I discussed a two-hit minion variant for both 4th and 5th Edition D&D. Today, I will take a step back to introduce the minion mechanic into the 5E rules. Although I reference 5e monsters and use the D&D stat blocks, the ideas in this article are equally applicable to any OSR system.
In 5th Edition, monsters have special traits that are denoted below the challenge rating in the stat blocks. Wizards of the Coast hasn't given an explicit name to this section of the stat block, but it corresponds to "Traits" in the 4th Edition monster stats, so I will use that nomenclature for now.
To correspond wth their 4E cousins, 5E minions have a trait that allows it to avoid damage unless it has been directly hit with an attack or a spell. They do not even take 1/2 damage where others normally would (one could tweaks this if it feels like too good of an advantage).
In terms of relative strength, I decided that a minion should not quite be as combat effective as its non-minion allies. This also roughly corresponds to the power tweaking minions get in 4th Edition D&D. If the normal creature is fairly strong or dexterous, I might step their attributes down by one level. Similarly, the grunt may not have quite as good armor as his full strength kin, so I might adjust his AC accordingly. EDIT: After some discussion, I lowered the XP from 50 to 25 for minions (25% of the original monster XP).