KING
Ruby Golem

Ruby Golem

Construct · Crown of Mammon

T4d10Major

Gem-eyed destroyers, ruby golems laser with eyes, wealth embedded in armored frames.

Tier 4  ·  Role Major  ·  Pool Vigor 6 / Vitality 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC1410 base + 4 Sense
Vigor6Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit18+Cunning 14
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind6-2-d3
Sense18+4d8
Heart14+2d4
Cunning14+2d4
Fate14+2d4

Passives

Passive

Construct Nature

Immune to poison, disease, charm, fear, exhaustion, and anything that would alter its form.

Passive

Gem-Encrusted Body

Resistant to non-magical weapon damage. Its frame is studded with gems worth a fortune; the greedy have died prying at it mid-fight.

Passive

Fire Absorption

Fire damage does not harm it; the rubies drink the heat and the golem regains 1 Vigor instead.

Maneuvers

Maneuver

Gemstone Flare

The rubies across its body blaze. Every creature within 15 ft makes a Sense save (DC 17) or is blinded until the end of its next turn.

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.

Declaration

Ruby Laser

Telegraph · disrupt d6 · Body save

Its eyes focus a searing beam at a creature within 120 ft. Body save (DC 17) or the target takes 4 damage; on a success it takes 1 Vigor damage. The beam ignites anything flammable in its path.

Tactics

GM tactics

Guards hoards of immense wealth. Opens with Ruby Laser against the most threatening target from range. Closes to melee and uses Gemstone Flare to blind surrounding enemies. Its gem-studded frame is bait as much as armor; the greedy have died prying at it mid-fight. Its gems are the trap as much as its fists.

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 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 18+ (Cunning 14).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.