Reliquary Golem
Construct · no Crown (Meridian)
T5d12Sovereign
A twelve-foot statue of fused stone and crystal carved in the image of a progenitor, housing a sealed fragment of progenitor-light that pulses through cracks in its body.
Tier 5 · Role Sovereign · Pool Vigor 6 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 4 | -3 | -d4 |
| Sense | 18 | +4 | d8 |
| Heart | 12 | +1 | d3 |
| Cunning | 12 | +1 | d3 |
| Fate | 16 | +3 | d6 |
Passives
Sacred Vessel
Immune to non-magical weapons and to the light-type matching its sealed fragment. It never leaves its post.
Light Fragment Release
If destroyed, the sealed progenitor-light fragment escapes; it may heal, curse, summon, or transform the area.
Maneuvers
Crushing Grasp
Seizes a creature within reach in one stone hand. Body save (DC 19) or the target is grabbed and takes 1 Vigor damage at the start of each of its turns as the fingers tighten.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Light Pulse
The cracks in its body blaze and a 30 ft pulse of caged progenitor-light washes out. Every creature in range makes a Body save (DC 19) or takes 5 damage; on a success it takes 1 Vigor damage.
Reactions
Guardian Response
When a creature crosses into the area the golem guards, it immediately moves to interpose and makes one attack against it.
Tactics
GM tactics
Reliquary golems do not initiate combat. They respond to trespass with overwhelming force. They use Light Pulse against groups and Crushing Grasp against individuals who approach the relic they guard. They never leave their post and fight until destroyed.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d12. A crit rolls two: 2d12.
- Crits on a natural 19+ (Cunning 12).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.