Villains in Dungeons & Dragons don’t often work alone, instead spreading their power and influence over others to accomplish goals they otherwise wouldn’t be able to otherwise. These minions act in their master’s interest, either through devout loyalty or through the threat of violence, or worse.

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While any human can end up becoming a villain’s henchman or cult member, some creatures are better suited to the job, depending on the master. These creatures are ideal minions with unique traits that make them stand out among your typical humanoids.
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Kobolds
Far smaller and less powerful descendants of dragons, kobolds are scrappy inventors that are eager to serve their fiery masters. Alone, kobolds are weak and have a frighteningly small life expectancy, but are more than fearsome when part of a larger cloister of scaly dragonoids.
Often building expert traps and elaborate structures made from whatever trash and scraps they can find, the caves they inhabit end up becoming well-defended fortresses. Dragons who make use of kobolds often find their caves are far more secure, and always have a ready meal nearby.
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Star Spawn
Created by elder evils that inhabit spaces beyond the material plane, star spawn are unique aberrations that serve their creator’s unfathomable goals. Especially devious villains might make deals with an elder evil, allowing them the use of star spawn to serve goals of their own.
Star spawn also come in almost any shape or form, sometimes as a swarm of maggots within a robe, six-armed monstrosity, or translucent behemoth. Those in control of star spawn will summon a specific type depending on their needs, from mindless brute to clairvoyant advisor.
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Mimics
Taking the form of furniture, random objects, and even small structures, mimics lie in wait to trap prey that cross their path or mistakenly handle them. Although mostly acting as animalistic shapeshifters, older mimics and mimic colonies can be reasoned with and even controlled.

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An archwizard in a remote tower might use mimics to protect their secrets, even using a mimic to act as a spellbook or protective robe. They also serve as perfect spies, able to remain hidden in plain sight for extended periods of time while gathering whispers.
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Ghoul
Smarter, wiser, and more feral than your average zombie, ghouls can be created through the use of Ghoul Fever contracted by their bites. Necromancers or liches might use ghouls as their primary servants, foot soldiers, and trackers, able to think and move in ways typical undead can’t.
Ghouls also make decent pack hunters, as necromancers might send out groups at a time to terrorize villages or track down interfering adventuring parties, hoping to use their infecting bites to grow their ranks. Easily replaced and infinitely dispensable, ghouls are ideal minions for masters of the undead.
Skeletons and zombies also make useful workers and are easier for necromancers to make and control.
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Clockwork Constructs
Made of metal, gears, and stone, clockwork constructs are animated automatons that are built for any number of tasks. Often the creations of chaotic artificers amassing an army of powerful soldiers, every new clockwork construct is often stronger and larger than the last.
Particularly ingenious crafters could even automate the process, producing mass amounts of deadly machines limited only by available materials and energy. The main problem with clockwork minions is their lack of intelligence, only useful for the express purpose they were created for.
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Quickling
Feywild denizens cursed by a fey queen, quicklings are impossibly fast and always ready to use their gifts to cause mischief to slower beings. Powerful hags might make deals with quicklings, using their speed to deliver messages or retrieve items from great distances.

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Quicklings also make useful spies, able to get in and out of locations in a blur, only noticeable to guards as a mysterious flash of blue. Quicklings don’t make good soldiers, however, and require a powerful or convincing leader to remain loyal lest they become the next target of a quickling’s trickery.
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Redcap
Small, fey creatures with an unending bloodlust, redcaps resemble feral-looking gnomes with iron boots and red hats. Caring only for their desire for bloodshed and murder, redcaps are created from the spilled blood of such similar events.
Chaotic evil villains with a penchant for murder might intentionally spawn redcaps, creating an army of followers that sow carnage in their combined wake. Less bloodthirsty villains might use redcaps to guard their homes with the promise of fresh victims to continue their existence.
Redcaps need to wash their caps with fresh blood every three days or they die.
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Merregon
Once already minions that served their evil masters in life, in death their souls are turned into merregons, devilish foot soldiers that guard the Nine Hells. Their faces are masks of gold permanently bolted to their heads, and they make perfect servants for devils.
In fact, merregons have no other desire than total and utter loyalty, setting out to accomplish any task required of them, even their own death if needed. Cambions, arch devils, and pit fiends are often followed by merregon acting as bodyguards or scouting parties.
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Sea Spawn
Humanoid beings turned undersea monstrosities, sea spawn are created from one of many powerful beings lurking in the depths. Lost to their old selves, sea spawn are shaped to resemble most kinds of undersea life while unable to return to land for long without suffocating.
Sea Spawn make perfect minions for krakens, dragon turtles, morkoths, and sea hags, using them to patrol their vast territories and attack passing ships or curious adventurers. Due to sea spawns taking on any number of unique characteristics, they can even specialize in various tasks depending on their abilities.