KING
Forge Golem

Forge Golem

Construct · no Crown (Mundane)

T3d8Minor

Anvil-hearted smiths, forge golems hammer weapons mid-battle, sparks flying from blows.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 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

Forge-Hearted Construct

Immune to poison, charm, fear, and fire damage; its internal forge burns perpetually. It fights to the death instead of fleeing at 0 Vigor.

Passive

Anvil Body

A weapon that strikes the golem is notched on its iron hide: the weapon takes a cumulative -1 penalty to attack rolls until a smith repairs it.

Maneuvers

Maneuver

Slag Spray

Vomits molten metal in a 15 ft cone. Each creature in the area makes a Body save (DC 15): on a failure it takes 3 damage and is blinded for 1 round by white-hot sparks; on a success it takes 1 Vigor damage.

Reactions

Reaction

Sparking Parry

When a creature hits it with a melee weapon attack, sparks shower the attacker, who makes a Cunning save (DC 15) or is blinded for 1 round.

Tactics

GM tactics

Fights in its forge, near flames and molten metal. Slag Spray against groups, and its Anvil Body ruins the weapons of anyone who trades blows with it. Sparking Parry blinds the persistent. The perfect guardian for a master smith's workshop.

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.