KING
Ice Golem

Ice Golem

Construct · no Crown (Mundane)

T3d8Minor

Frozen elemental constructs, ice golems freeze touch, hailstorms from their forms.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 12  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1212 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

Mindless Construct

Fights until destroyed instead of fleeing. Immune to poison, charm, and fear.

Passive

Rime-Bound

Immune to cold damage; takes 1 extra damage from fire. The ground within 10 ft is sheeted in ice and is difficult terrain for other creatures.

Maneuvers

Maneuver

Flash Freeze

Clamps a frozen hand on a creature within 5 ft. Body save (DC 15): on a failure it takes 3 damage and is restrained in ice until the end of its next turn, on a success it takes 1 Vigor damage.

Maneuver

Ice Slick

Sheets the ground in a 15 ft radius with ice. A creature that enters or starts its turn there makes a Body save (DC 15) or falls prone.

Tactics

GM tactics

Fights in cold places where the rime spreading from its body slows everyone else. Opens with Ice Slick to control the ground, then closes to hammer with frozen fists. Flash Freeze on the most dangerous melee combatant. Avoids fire at all costs.

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.