Clay Golem
Construct · no Crown (Mundane)
T4d10Major
Molded from earth and magic, clay golems obey creators blindly, their fists pounding foes into dust.
Tier 4 · Role Major · Pool Vigor 6 / Vitality 8 · AC 12 · ATK +6 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 4 | -3 | -d4 |
| Sense | 18 | +4 | d8 |
| Heart | 14 | +2 | d4 |
| Cunning | 14 | +2 | d4 |
| Fate | 14 | +2 | d4 |
Passives
Construct Nature
Immune to poison, disease, charm, fear, and exhaustion, and advantage on saves against spells. Acid mends it: acid damage instead restores 1 Vigor.
Berserk
Below half Vitality the golem goes berserk, attacking the nearest creature each turn. Its creator can calm it with a Heart check (DC 17).
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Cursed Wound
The golem winds up a hammering blow against one creature within reach. Body save (DC 17) or take 4 damage and its maximum Vitality drops by 1 until lifted by restorative magic; on a success it takes 1 Vigor damage.
Reactions
Reshape
Once per round when hit by a melee attack, the clay flows around the blow and the golem takes 1 Vigor damage instead of the attack's damage.
Tactics
GM tactics
Charges the most dangerous-looking opponent. Closes ground with ponderous, unstoppable strides. Cursed Wound targets healers and casters to reduce their staying power. Goes berserk when badly wounded, becoming unpredictable even for its creator.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d10. A crit rolls two: 2d10.
- Crits on a natural 18+ (Cunning 14).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.