KING
Iron Golem

Iron Golem

Construct · no Crown (Mundane)

T5d12Major

Towering metal behemoths, iron golems breathe poison clouds, swords cleaving armies for their masters.

Tier 5  ·  Role Major  ·  Pool Vigor 8 / Vitality 10  ·  AC 14  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC149 base + 5 Sense
Vigor8Tier + Heart mod, regenerates
Vitality102 x Tier
Move30 ft
Initiatived8 - d4rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit20natural 20 only
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind4-3-d4
Sense20+5d10
Heart16+3d6
Cunning8-1-d3
Fate16+3d6

Passives

Passive

Construct Nature

Mindless construct: immune to poisoned, charm, and fear, and fights until destroyed. No effect can alter its form.

Passive

Iron Body

Resistant to non-magical physical damage. Fire does not harm it: whenever it would take fire damage it instead regains 1 Vigor.

Maneuvers

Maneuver

Thunderous Slam

Slams both fists into the ground; each creature within 10 ft makes a Body save (DC 19) or is knocked prone.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Poison Breath

Telegraph · disrupt d6 · Body save

Exhales a 15 ft cone of poison gas. Each creature in the cone makes a Body save (DC 19); on a failure it takes 5 damage, on a success it takes 1 Vigor damage.

Reactions

Reaction

Iron Resilience

The first time the golem falls below half its Vitality, it stays at half instead and its attacks have advantage until the end of its next turn.

Tactics

GM tactics

Marches directly at the strongest opponent. Opens with Poison Breath against clustered enemies. Hammers single targets with its sword. Thunderous Slam when surrounded. An unstoppable engine of destruction that follows its master's last command even after death.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d12. A crit rolls two: 2d12.
  • Crits on a natural 20 only (Cunning 8 does not widen the range).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.