KING
Mirror Golem

Mirror Golem

Construct · Crown of Deception

T3d8Minor

Reflective duplicates, mirror golems mimic attacks, shattering to reflect damage.

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--
Mind5--
Sense16--
Heart6--
Cunning16--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Construct Nature

Immune to poison and fear. Mindless: fights to the death instead of fleeing.

Passive

Mirror Image

The golem always walks with 2 illusory duplicates. Roll randomly to see whether an attack strikes the golem or a duplicate; duplicates shatter on any hit. One duplicate reforms at the start of each of the golem's turns.

Maneuvers

Maneuver

Shattering Burst

All active duplicates explode into razor glass. Each creature within 10 ft of a duplicate makes a Body save (DC 15): on a failure it takes 3 damage, on a success 1 Vigor damage. Duplicates reform at the start of the golem's next turn.

Reactions

Reaction

Damage Reflection

When a melee attack damages the golem, its surface fractures and flings shards back: the attacker takes 1 Vigor damage.

Tactics

GM tactics

Fights in rooms with mirrors and reflective surfaces. Uses Mirror Image duplicates to absorb attacks. Shattering Burst punishes close-range attackers. Damage Reflection makes every melee blow cost something. The duplicates make it hard to tell which figure is the golem.

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.