KING
Bronze Golem (variant)

Bronze Golem (variant)

Construct · no Crown (Mundane)

T3d8Minor

Clockwork warriors of bronze, bronze golems tick with gears, spears thrusting in mechanical rhythm.

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
Body18--
Mind4--
Sense16--
Heart8--
Cunning8--
Fate12--

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

Passives

Passive

Construct Nature

Immune to poison, charm, fear, and exhaustion. Fights until destroyed.

Passive

Heated Body

A creature that touches the golem or hits it with a melee attack within 5 ft takes 1 Vigor damage from its superheated bronze shell.

Passive

Lightning Absorption

Lightning damage does not harm the golem; instead it regains 1 Vigor.

Maneuvers

Maneuver

Impaling Charge

Drives forward in a straight line up to its speed, spear leveled. Each creature in the path makes a Body save (DC 15) or takes 3 damage and is knocked prone; on a success, 1 Vigor damage.

Tactics

GM tactics

Opens with Impaling Charge to scatter groups, then settles into sustained melee, relying on Heated Body to punish anyone who closes. Walks into lightning attacks deliberately, since they only feed it.

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.