KING
Pearl Golem

Pearl Golem

Construct · no Crown (Mundane)

T3d8Minor

Iridescent sea guardians, pearl golems radiate calming auras, pearls harvested from cores.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1313 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--
Cunning8--
Fate12--

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

Passives

Passive

Mindless Guardian

A construct: immune to poison, disease, fear, and charm, and it fights until destroyed.

Passive

Calming Aura

Serenity rolls off its iridescent shell. A creature that starts its turn within 15 ft makes a Heart save or cannot attack the golem until the end of its turn. Any creature the golem has damaged is immune to the aura for the rest of the fight.

Maneuvers

Maneuver

Tidal Slam

Both fists crash down like a breaking wave. Creatures within 10 ft make a Body save or take 3 damage and are pushed 15 ft; on a success they take 1 Vigor damage and are pushed 5 ft.

Tactics

GM tactics

Relies on its Calming Aura to prevent combat from starting. When forced to fight, it lets the aura pacify the most aggressive enemies and answers the rest with Tidal Slam to create distance. The golem's greatest weapon is making enemies not want to fight it.

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.