| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 13 | +1 | +1 |
| CON | 8 | −1 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 15 | +2 | +5 |
| CHA | 6 | −2 | −2 |
Strong Backs. Has Advantage on athletics checks that involve lifting a heavy object.
Dead Relatives. Once per day they can revive another minion horde if they are freshly dead and their bodies are still intact. The target must be of the same species and can only be revived within two turns of being dead. The target regains half their total hit points.
For the Horde. If this Minion horde is within 5 ft of another Minion horde they use the Highest AC available to them. However they both will be targeted as one creature.
Claw. +4 to hit. reach of 5 ft.
on hit 1d6+2 Slashing damage
Mind Melt. +4 to hit, range of 15 ft.
on hit 1d8+2 force damage.
Blink. Casts the spell Blur on itself and increases its movement speed by 10ft for 1 minute.
Healing Magic. A creature the Blue Minion touches regains 1d8+4 hit points. This spell has no effect on undead or constructs.
Blue Minions have 2 uses of this spell must take a short rest to ragain its uses.
Description
The Blue Minions' minds appear to be on a different plane of existence half the time. Their healing and magical-damage skills can be deadly if in a horde of minions. They can resurrect fallen Minions during battle, but Blues are quite fragile.
Lair and Lair Actions
The Blue Minion Hive is an ethereal, watery structure that shimmers with a ghostly blue light and emits a soft, echoing hum, like whispers from another world. Its surface appears semi-translucent and fluid, with water-like ripples moving across it, and tendrils that drift as if suspended in liquid. Surrounded by mist and often found in flooded ruins or ancient drowned temples, the hive has a mystical, almost sacred feel. The Blue Hive reflects the arcane and healing nature of the Blue Minions, who can resurrect fallen allies, traverse water, and dispel magical barriers.
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