Minion of Mischief

small celestial (fiend), neutral evil

Challenge 1.0 (200 XP)

STR
8 (-1)
DEX
16 (+3)
CON
14 (+2)
INT
10
WIS
12 (+1)
CHA
18 (+4)

Defense

Armor Class 13 (Natural)
Hit Points 18 (4d6+4 +2)
Speed 30 ft.

Proficiencies & Senses

Saving Throws dexterity
Skills
Senses
darkvision 60 ft.
passive Perception 11

Characteristics

Damage Vulnerabilities
Damage Resistances radiant, fire
Damage Immunities
Condition Immunities charmed, frightened
Languages Infernal, Common

Traits

Mischief Aura

Creatures within 10 feet of the Minion of Mischief must succeed on a DC 12 Wisdom saving throw or be compelled to laugh uncontrollably, becoming incapacitated until the end of their next turn.

Summon Minion

Once per day, the Minion can summon 1d4 other Minions of Mischief as long as it has a 10-foot radius to do so.

Actions

Dagger of the Darkest Depths

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 3 piercing damage plus 1d4 psychic damage. The target must succeed on a DC 12 Wisdom saving throw or be frightened until the end of their next turn.

Mischievous Illusion

The Minion creates a harmless illusion that lasts for 1 minute. It can distract or confuse enemies, granting disadvantage on attacks against the Minion until the start of its next turn.

Reactions

Evasive Maneuver

In response to taking damage, the Minion can use its reaction to impose disadvantage on the attack roll against it, allowing it to avoid the hit, but it cannot attack until its next turn.

Bonus_Actions

Hide in Shadows

The Minion can take a bonus action to attempt to hide. It gains +5 on stealth checks while in dim light or darkness.

Combat Behavior

Tactics


• Employs stealth and speed to flank enemies.
• Uses illusions to obscure its movements and confuse foes.
• Focuses on incapacitating one enemy at a time before retreating.

Combat Style

Mischievous and evasive, prefers to rely on cunning over brute force.

Monster Description

The Minion of Mischief is a soulless creature summoned from the depths of the infernal realms by low-level wizards looking for a companion to do their bidding. Typically, these minions resemble a small imp-like form with mischievous eyes and an impish grin. Although small, their charisma and magical nature make them valuable assets to their summoners. With the ability to inspire chaos, they often create distractions or minor illusions to confuse their foes. The Minion prides itself on its cleverness—often enjoying petty mischief more than fulfilling its duties. Observers might see the minion laughing as it creates harmless illusions or causes their enemies to trip and fall.

Monster behavior

In combat, the Minion of Mischief employs quick tactics, favoring speed and stealth to approach its enemies undetected. It prefers to use its Mischief Aura to incapacitate opponents before darting in to inflict damage with its Dagger of the Darkest Depths. The creature is known for its cunning nature, often setting traps with its illusions. Outside of combat, it has been known to play tricks on its summoner as well, sometimes leading them into embarrassment or minor trouble for its own amusement. Despite its chaotic tendencies, the minion remains loyal to its summoner and will fight to protect them if threatened.

Ecology

Minions of Mischief inhabit realms filled with wickedness, often making their homes in caves or ancient ruins, simply waiting for a wizard to call upon them. Since they are summoned creatures, they cannot survive without a host. When not actively in service, they frequently enter the Ethereal Plane, rarely wandering far from the site of their summoning unless drawn out by other supernatural entities. They feast on the raw energies of magic remnants left by their summoners, absorbing the chaotic essence that lingers within the air.

History

Minions of Mischief trace their origins back to a time when chaos was rampant in the realms of magic. Early arcane practitioners found them entertaining as simple couriers or jesters. As wizards began to more actively explore the planes of existence, these minions became popular options for those with limited abilities seeking to harness magical mayhem. However, as times changed and the art of summoning improved, the original Minions adapted, refusing to be relegated to mere jesters. Instead, they became cunning creatures who thrive on mischief. Today, they remain a testament to the idea that magic is never without a price, as those who summon such creatures often find themselves on the receiving end of their chaotic whims.

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