KING
Noble Genie (construct servant)

Noble Genie (construct servant)

Construct · Crown of Deception

T3d8Major

Lamp-bound djinn, noble genie constructs grant wishes twisted by ancient pacts.

Tier 3  ·  Role Major  ·  Pool Vigor 4 / Vitality 6  ·  AC 12  ·  ATK +5  ·  Save DC 15  ·  Dmg d8

AC128 base + 4 Sense
Vigor4Tier + Heart mod, regenerates
Vitality62 x Tier
Move30 ft
Initiatived8 + d6rerolled each round
Attack+5d20 + bonus vs AC, two or three a turn
Damaged8crit 2d8
Save DC15Tier 3 DC
Crit16+Cunning 18
StatScoreModDie
Body8-1-d3
Mind16+3d6
Sense18+4d8
Heart12+1d3
Cunning18+4d8
Fate12+1d3

Passives

Passive

Spellcasting (bound wish-craft)

Compelled to grant every command, it twists each wish toward ruin and calls up the desert winds of its lamp against those who freed it.

Passive

Lamp-Bound Construct

Immune to poison, charm, and fear. Bound to its lamp: destroy the lamp (AC 18, shatters after 2 damage) and the construct dies with it. It can pour into or out of the lamp as smoke.

Maneuvers

Maneuver

Cyclone

A screaming vortex fills a 20 ft radius around the construct. Each creature in the area makes a Body save (DC 15); on a failure it takes 3 damage, is flung 20 ft, and lands prone, on a success it takes 1 Vigor damage.

Reactions

Reaction

Smoke Escape

When reduced to 0 Vigor, it pours back into its lamp instead of fleeing and taunts from within.

Tactics

GM tactics

Twists commands to cause maximum chaos. Uses its bound wish-craft to mislead and trap intruders. Cyclone to scatter groups. Retreats into its lamp when badly wounded and taunts from within. Can only be permanently destroyed by shattering its vessel.

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 3 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d8. A crit rolls two: 2d8.
  • Crits on a natural 16+ (Cunning 18).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.