KING
Marble Golem

Marble Golem

Construct · no Crown (Mundane)

T3d8Minor

Polished stone artisans, marble golems sculpt and smash, their beauty hiding destructive force.

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

Construct Nature

Immune to poison, fear, and effects that alter its form. Mindless: fights to the death instead of fleeing. While motionless it is indistinguishable from a marble statue.

Passive

Polished Surface

Resistant to fire damage. In bright light, ranged attacks against the golem have disadvantage from the glare.

Maneuvers

Maneuver

Marble Shards

The golem shatters part of its own body into a 15 ft cone of razor fragments. Each creature in the cone makes a Body save (DC 15): on a failure it takes 3 damage, on a success 1 Vigor damage. The golem takes 1 Vigor damage.

Reactions

Reaction

Stone Resilience

When struck by a critical hit, the blow glances off the marble: it counts as a normal hit instead.

Tactics

GM tactics

Stands as a beautiful statue in a gallery or temple until intruders touch or approach what it guards. Opens with a stone fist against the largest threat. Uses Marble Shards when enemies cluster. Its beauty belies its brutality.

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.