Quicksilver Golem
Construct · no Crown (Mundane)
T3d8Minor
Liquid metal shapeshifters, quicksilver golems flow around blades, reforming to strike.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 12 · ATK +5 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 4 | - | - |
| Sense | 16 | - | - |
| Heart | 12 | - | - |
| Cunning | 16 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Liquid Metal Body
Resistant to slashing and piercing damage; blades pass through its mercury form. Immune to poison, charm, and fear, and it flows through gaps as narrow as an inch. Mindless: fights until destroyed instead of fleeing at 0 Vigor.
Cold Solidifies It
Vulnerable to cold damage. Cold freezes its mercury solid until the end of its next turn, and while solid it loses its resistances and cannot Engulf.
Maneuvers
Engulf
The golem flows over one Full-sized or smaller creature. Body save (DC 15) or the target is engulfed: restrained, unable to breathe, and it takes 1 Vigor damage from mercury poisoning at the start of each of its turns. A Body check (DC 15) pulls it free. On a successful save the target takes 1 Vigor damage and steps clear.
Reactions
Liquid Reformation
When a slashing or piercing attack hits the golem, the weapon sinks into its body. The attacker makes a Body save (DC 15) or the weapon is stuck; a Body check (DC 15) wrenches it free.
Tactics
GM tactics
Reshapes to infiltrate or ambush. Opens with Engulf against the most dangerous target, then fights remaining enemies while the engulfed creature suffocates. Liquid Reformation swallows the blades of anyone who cuts at it. Cold damage is its bane-freezing locks it in solid form and removes its resistances.
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.