KING
Sand Golem

Sand Golem

Construct · no Crown (Mundane)

T3d8Minor

Desert dune shapers, sand golems bury foes in avalanches, winds reforming their grains.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 11  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1111 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--
Cunning6--
Fate12--

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

Passives

Passive

Sand Form

Resistant to slashing and piercing damage from nonmagical weapons; blades pass through loose sand. It seeps through gaps an inch wide, and while motionless it is indistinguishable from a dune. A bucket of water thrown on it deals 1 damage and clots its grains for 1 round (it cannot use Sand Shift or seep through gaps).

Passive

Mindless Construct

Immune to poison, charm, and fear. It does not flee at 0 Vigor and fights until destroyed.

Maneuvers

Maneuver

Sand Burial

One creature within 10 ft standing on sand or loose earth makes a Body save (DC 15) or is dragged waist-deep (restrained, Body check to escape) and takes 1 Vigor damage as the ground grinds shut around it.

Reactions

Reaction

Sand Shift

When hit by a melee attack, the golem flows 5 ft in any direction without provoking reactions.

Tactics

GM tactics

Ambushes from desert terrain where it is indistinguishable from the landscape. Uses Sand Burial to immobilize melee fighters and Sand Shift to slip away when cornered. Water is its greatest weakness-prepared adventurers bring waterskins.

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.