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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 4 | - | - |
| Sense | 16 | - | - |
| Heart | 12 | - | - |
| Cunning | 6 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Construct Nature
Immune to poison, charm, and fear. Mindless: it never flees and fights until destroyed.
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
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
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.