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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 4 | - | - |
| Sense | 16 | - | - |
| Heart | 12 | - | - |
| Cunning | 8 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Mindless Guardian
A construct: immune to poison, disease, fear, and charm, and it fights until destroyed.
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
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.