KING
Clockwork Giant

Clockwork Giant

Construct · no Crown (Construct)

T3d8Major

Tinkerer colossi, clockwork giants build machines, gears grinding.

Tier 3  ·  Role Major  ·  Pool Vigor 4 / Vitality 6  ·  AC 14  ·  ATK +4  ·  Save DC 15  ·  Dmg d8

AC1412 base + 2 Sense
Vigor4Tier + Heart mod, regenerates
Vitality62 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+4d20 + bonus vs AC, two or three a turn
Damaged8crit 2d8
Save DC15Tier 3 DC
Crit16+Cunning 18
StatScoreModDie
Body20+5d10
Mind6-2-d3
Sense14+2d4
Heart12+1d3
Cunning18+4d8
Fate12+1d3

Passives

Passive

Mindless Construct

Immune to poison, charm, and fear; does not breathe, eat, or sleep, and fights until destroyed. Vulnerable to lightning damage.

Maneuvers

Maneuver

Steam Vent

Scalding steam blasts from its joints in a 15 ft cone. Body save (DC 15) or take 3 damage; on a success, 1 Vigor damage.

Maneuver

Gear Grind

Grabs an adjacent creature (Body save DC 15 to avoid). A grabbed creature takes 1 Vigor damage at the start of each of its turns as the gears chew at it.

Tactics

GM tactics

Built by gnome artificers. Follows programmed instructions. Vents steam when damaged.

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 3 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d8. A crit rolls two: 2d8.
  • Crits on a natural 16+ (Cunning 18).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.