KING
Clay Golem

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

AC128 base + 4 Sense
Vigor6Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 - d4rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit18+Cunning 14
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind4-3-d4
Sense18+4d8
Heart14+2d4
Cunning14+2d4
Fate14+2d4

Passives

Passive

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.

Passive

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.

Declaration

Cursed Wound

Telegraph · disrupt d6 · Body save

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

Reaction

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.