KING
Archivist Golem

Archivist Golem

Construct · Crown of Discovery

T3d8Minor

A seven-foot humanoid of thousands of crystal shards, each containing a moving image-memories, equations, star charts, diagrams. Its face is a large crystal sphere with two attentive points of light for eyes. It handles everything with the delicacy of something that might contain a lesson.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind20--
Sense16--
Heart8--
Cunning20--
Fate16--

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

Passives

Passive

Crystal Memory

Holds a perfect record of everything it has learned. If shattered, each crystal fragment carries a piece of that knowledge; whoever picks one up receives a sliver of understanding.

Passive

Anti-Hoarding Field

Within 30 ft, gold and precious metals tarnish and dull. Greedy creatures in the field grow anxious and distracted, taking -2 to all rolls.

Maneuvers

Maneuver

Archive Burst

Releases a wave of crystalline light in a 30 ft radius. Allies gain advantage on their next Mind or Cunning check; each greedy enemy makes a Heart save (DC 15) or is dazed for 1 round, transfixed by the beauty of pure knowledge.

Reactions

Reaction

Preserve Knowledge

When a book, inscription, or artifact within 30 ft would be destroyed, the Archivist absorbs its contents into its Crystal Memory, preserving them forever.

Tactics

GM tactics

The Archivist prioritizes preservation over combat. It uses Archive Burst to hand allies the insight they need. Uses Anti-Hoarding Field to unsettle greedy enemies. Strikes with a crystal fist only when forced. If threatened with destruction, relies on Crystal Memory-even its death preserves the knowledge it carried.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • 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 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.