KING
Animated Armor

Animated Armor

Construct · no Crown (Mundane)

T1d4Minor

Empty suits of metal clanking to life, animated armors guard treasures, swords swinging with tireless precision.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 14  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1414 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind4--
Sense12--
Heart6--
Cunning6--
Fate10--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Mindless Construct

Immune to poison, charm, and fear. It never flees: it fights until destroyed.

Passive

False Appearance

While motionless, indistinguishable from an ordinary suit of armor.

Passive

Antimagic Susceptibility

Falls inert in an antimagic field. Dispel magic forces a Fate save (DC 11) or the armor clatters apart, destroyed.

Maneuvers

Maneuver

Shield Bash

Slams its shield into an adjacent creature: Body save (DC 11) or the creature is knocked prone and shoved 5 ft.

Tactics

GM tactics

Stands motionless until intruders enter its guarded area. Attacks the nearest creature relentlessly. Pursues targets that flee with guarded objects but will not leave its designated area.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 2 kills it outright, and a single blow of 2 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.