Find Minion (Dragon Magazine Issue #228 page 81-82)
(Conjuration/Summoning)
Sixth Level
Range: 1 mile/level
Components: V, S
Duration: Special
Casting Time: 12 hours
Area of Effect: One creature
Saving Throw: None

This enchantment is similar to the first level spell find familiar and the third level spell find companion; however it brings to the caster a minion with powerful abilities. The creature attracted benefits a wizard by conveying its sensory powers to its master, conversing with him, and serving as a guard, scout, or spy. A wizard can have only one minion at a time, though he also can have a normal familiar drawn by the 1st-level spell and a companion drawn by the third level spell. The minion enters into a magical bond with the wizard and no longer ages at the rate a similar normal animal would. The animal will live as long as the wizard unless it is killed earlier by spells, physical attacks, or neglect. In addition, like a familiar or companion, the minion gains the saving throws of its wizard-mentor. The wizard gains an empathic link with the minion and can issue it mental commands at a distance of up to 30 miles. In addition to rolling hit points based on a minion’s hit dice, a number of hit points are added based on the wizard’s level, to a maximum of 20 bonus hit points. For example, a 12th-level wizard with an owlbear minion would add 12 hit points to the creature’s total. A 16th-level wizard would add 16.
Wizards can call upon these creatures to perform various tasks and missions and can rely upon their special abilities. Minions easily carry out basic orders and understand when their masters are in danger. If the minion is separated from the wizard by more than 100 miles, the wizard loses one hit point a day until the wizard dies (at which time the minion also dies) or until the minion returns to within the 100-mile radius. If the minion is killed, the wizard must successfully roll an immediate system shock check or loose two points of Intelligence. If the check is successful, the wizard loses one point of Intelligence. Minions vary in power and abilities, and those attracted by the spell are determined randomly. More information on each minion can be found in the Monstrous MANUAL™ tome. Roll 1d12 and consult the following table.
 


Blink Dog: HD 4; AC 5; THAC0 17; #AT 1; Dmg 1–6; MV 12; SZ M

A blink dog minion looks like a stocky mutt or mongrel, making their kind difficult to distinguish or recognize as special. A wizard with this minion has unkempt, shaggy hair. Blink dogs have their own complex language of barks and yelps, which their masters can understand. These creatures have an innate ability to blink, with no possibility of ending up inside something solid. Roughly 75% of the time they are able to attack targets from the rear because of this ability. Twice a day, a blink dog minion grants to its wizard master the ability to blink, as per the spell for six rounds.

Displacer Beast: HD 6; AC 4; THAC0 15; #AT 2; Dmg 2–8/2–8; MV 15; SZ L

Looking like a puma with two tentacles, a displacer beast minion causes its master to have jet-black hair. This creature retains its lawful evil alignment, no matter the alignment of its master – who it faithfully serves. Such a minion can: displace itself, allowing it to appear about 3’ from its actual location; make all saving throws as if it were a 12th-level fighter; cause attacking opponents to suffer a –2 penalty. A displacer beast grants to lawful neutral and lawful evil wizard masters the ability to displace themselves 1’–2’ from where they are actually standing for up to one hour a day. This ability acts effectively as a cloak of displacement, which is listed in the DUNGEON MASTER® Guide.

Dragonne: HD 9; AC 6 flying, 2 ground; THAC0 11; #AT; Dmg 1–8/1–8/ 3–18; MV 15, fly 9 (E); SZ M

A dragonne companion resembles a lion with long, feathery eyebrows and large, webbed wings. A wizard master also gains overlong, feathery eyebrows. Three times a day this minion can emit a terrible roar that causes weakness in creatures within 120’ of it unless they make a successful saving throw vs. paralyzation. Any creature within 30’ of the roar is deafened for 2–12 rounds, and all those hearing the roar suffer –1 on attack rolls. A dragonne’s master is immune to the effects of the roar. A dragonne minion is more powerful than its brethren. While they can fly for 1–3 turns at a time, the minion can fly for 2–8 turns.

Elven Cat: HD 3+6; AC 4; THAC0 17; #AT 3; Dmg 1–2/1–2/1–3; MV 18, swim 9; SZ T

Looking like a normal house cat, often with gray or brown fur and black stripes, these minions have their own language and also understand the elfish tongue. Unlike other cats, they love water, and they are frequently found swimming or playing in streams and puddles when not performing a task or mission These minions are surprised only on a 1; impose a –5 to opponents’ surprise roll; enjoy a 99.9% chance to move silently and a 90% chance to hide in wilderness areas; and can leap 20’ with ease. Further, they have limited ESP, can use enlarge and trip once a day, and can employ reduce and tree twice a day – at the 9th level of ability. Enlarge doubles the minion’s Hit Dice and damage; tree allows it to assume the shape of a tree limb. Once a day, they confer to their master the ability to use the enlarge or tree spell. This does not count against a wizard’s spell allotment, though it prevents the minion from using the chosen ability that day. A wizard with an elven cat as a minion develops a taste for swimming and playing in the water.

Griffon: HD 7; AC 3; THAC0 13; #AT 3; Dmg 1–4/1–4/2–16; MV 12, fly 30 (C, D mounted); SZ L

Ferocious avians that look like the meld of a lion and a giant eagle, these minions, which can serve as mounts, are prized and powerful. A wizard with this minion either has his hair turn a golden brown, or his skin (50% chance for either.) Further, a wizard feels compelled to provide the minion at least one horse, Pony or donkey each week. In exchange, the griffon grants its wizard master the ability to once a week control horses, as per the animal control potion. The wizard can influence the emotions and drives of 1d4+4 horses for 1d4+4 turns (10 to 80 minutes).

Hippogriff: HD 3+3; AC 5; THAC0 17; #AT 3; Dmg 1–6/1–6/1–10; MV 18, fly 36 (C, D mounted); SZ L

This monstrous hybrid of an eagle and a horse is one of the more prized minions. It will readily lay down its life for its wizard master. Because of the bond established, the wizard cannot eat until he is certain his hippogriff is sated – even if that means offering the animal his food. Once a day it can change its form to that of a light riding horse, a shape it can hold for 3d6 turns (30 minutes to three hours), and twice a day it can assume the form of a regular-sized eagle, a shape it can hold for 2d4 turns (20–80 minutes). The hippogriff gifts the wizard with the ability to speak with horses and to speak with eagles each once a day, as per the speak with animals spell.

Owlbear: HD 5+2; AC 5; THAC0 15; #AT 3; Dmg 1–6/1–6/2–12; SA hug; MV 12; SZ L

Appearing as a cross between a giant owl and a bear, these minions weigh in excess of 1,000 pounds and are often aggressive and vicious. A minion owlbear will not fight to the death unless it is commanded to do so by its wizard master or unless its master is in serious danger. Though these minions prefer heavily-wooded forests, they usually stay at their masters’ sides – no matter where he travels. Unlike other owlbears, these minions do not lay eggs. However, like their brethren, they hibernate in the winter – provided they and their wizard masters live in lands that have such climates. A wizard with this minion develops a small crest of yellow-brown hair at the top of his head, mirroring the owlbear’s crest. A minion owl bear possesses one special ability: once a day, for 2d4+4 turns (one to two hours), it can assume the form of a giant owl or a brown bear. It retains its normal hit points and Armor Class during the transformation.

Pegasus: HD 4; AC 6; THAC0 17; #AT 3; Dmg 1–8/1–8/1–3; MV 24, fly 48 (C, D mounted); SZ L

A formidable winged steed, a minion Pegasus can be found in hues of white, gray, tan, and dark brown. Such a minion can understand most human common tongues. A Pegasus remains chaotic good, and over the course of a few months; its wizard master’s alignment changes to chaotic good. A Pegasus minion can attack an opponent with its rear hooves, inflicting 2–12 hp damage; dive from 50’ or higher at +2 to attack, with its front hooves inflicting double damage; and detect evil and detect good in a 60-yard range at will. The Pegasus’ wizard master is granted the ability to cast detect evil and detect good each once a day. A wizard with a Pegasus minion is only able to eat fruit, grass, and other plants.

Peryton: HD 4; AC 7; THAC0 17; #AT 1; Dmg 4–16; MV 12, fly 21 (C); SZ M

A peryton minion looks like a giant dark green eagle with a blue-black stag’s head, obsidian antlers, and red-orange eyes. Typically an evil creature, this minion’s alignment quickly changes to match that of its wizard master. In return, its master’s eyes become orange-red Such a minion gains +2 on all attack rolls, is immune to nonmagical weapons, and can plunge from several hundred feet at a target for an additional +2 attack bonus. A wizard with a peryton minion gains an immunity to nonmagical weapons once a day for 1d6 turns (10 minutes to one hour).

Pseudodragon: HD 2; AC 2; THAC0 19; #AT 1; Dmg 1–3; SA poison sting; MV 6, fly 24 (B); SZ T

Resembling a miniature red dragon, a pseudodragon minion is +4 on attack rolls. Its poison is quite potent – all those who fail a saving throw against it fall into a state of catalepsy that lasts 1–6 days. The creature’s chameleon-like power enables it to blend with a forest background, giving it an 80% chance to be effectively invisible. A pseudodragon has infravision to 60’, can see invisible creatures and objects, and has a 35% magic resistance.
Once a day, a pseudodragon minion will grant to its wizard master infravision of 60’ for 3d4 turns (30 minutes to two hours) and the ability to see invisible objects and creatures for 1d4 turns (10–40 minutes). These abilities are granted when the wizard requests them. A wizard with this minion will grow a circular band of red scales about his wrists or ankles (50% chance for either location).

Umberhulk: HD 8+8; AC 2; THAC0 11; #AT 3; Dmg 3–12/3–12/1–10; MV 6, burrow 1–6; SZ L

An umberhulk retains its chaotic evil alignment, even though it will obey its wizard master, who can be of any alignment. Wizards with these minions have eyes that look like blackened circles. A powerful subterranean creature, the umberhulk prefers to remain in dark confines, where it has a greater chance to surprise opponents. Like other umberhulks, a minion can easily bite through hide or bone, cause opponents underground or in dark chambers to suffer a –5 penalty to surprise rolls; burrow; dig through stone; cause cave-ins; and cause confusion per the spell – if a victim looks into its eyes. This minion has infravision to 90’ and grants an evilly aligned wizard master the same infravision ability. If the wizard is evil and is an elf or half-elf, his infravision range is increased to 180’.

Unicorn: HD 4+4; AC 2; THAC0 15; #AT 3; Dmg 1–6/1–6/1–12; MV 2; SZ L

A unicorn minion retains its chaotic good alignment, no matter the alignment of its wizard master and will unerringly serve a master of any alignment. Such minions can sense an enemy up to 240 yards away, cause opponents to suffer –6 on their surprise rolls, gain a +2 bonus to hit, charge an opponent with its horn for 3–36 points of damage, and teleport themselves and their wizard master once a day up to 360 yards away. These minions can never be charmed or held by spells, they are immune to death spells, and they make saving throws as if they were 11th level wizards. A unicorn minion will gift to a goodly-aligned wizard master a permanent immunity to charm person or hold person spells – the choice is the wizard’s Because of the wizard’s close ties to its minion, his hair becomes stark white, matching the hair color of the unicorn.