KING
Flesh Golem

Flesh Golem

Construct · no Crown (Mundane)

T3d8Minor

Stitched from corpses, flesh golems rampage with unnatural strength, lightning charging their patchwork forms.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 9  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC99 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + 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

Mindless Construct

Immune to poison, charm, and fear. It fights to the death instead of fleeing at 0 Vigor.

Passive

Lightning Absorption

Whenever it would take lightning damage, it instead regains 1 Vigor as the current jolts its stitched muscles.

Passive

Aversion to Fire

Takes 1 additional damage from fire and cannot willingly move toward an open flame.

Maneuvers

Maneuver

Reckless Charge

Moves up to its speed toward a target and attacks with advantage. Attacks against the golem have advantage until its next turn.

Tactics

GM tactics

Follows its creator's commands with simple-minded loyalty. Uses Reckless Charge to close with ranged attackers and never guards itself doing it. Lightning only feeds it. It will not move toward an open flame, whatever it is ordered to do.

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.