KING
Crystal Golem

Crystal Golem

Construct · no Crown (Mundane)

T3d8Minor

Refracting gem warriors, crystal golems blind with prisms, shards exploding on impact.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1313 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind4--
Sense16--
Heart12--
Cunning6--
Fate12--

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

Passives

Passive

Construct Nature

Immune to poison, charm, and fear. Mindless: it never flees and fights until destroyed.

Passive

Shatter Death

When destroyed, the golem explodes into crystal shards. Each creature within 10 ft makes a Body save (DC 15); on a failure it takes 3 damage, on a success it takes 1 Vigor damage.

Maneuvers

Maneuver

Shard Burst

Fires crystal splinters in a 15 ft cone. Each creature in it makes a Body save (DC 15); on a failure it takes 3 damage and is blinded for 1 round by refracted glare, on a success it takes 1 Vigor damage. The golem takes 1 Vigor damage each time it does this.

Reactions

Reaction

Reflective Surface

When targeted by a ranged spell attack, the golem's facets throw it back: the spell targets the original caster instead, using the original attack roll.

Tactics

GM tactics

Fights in well-lit areas, where its facets throw glare in every direction. Shard Burst when enemies cluster in melee or when a caster needs blinding. Its Shatter Death makes it dangerous even when destroyed. Reflective Surface punishes spellcasters severely.

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.