KING
Shadow Golem

Shadow Golem

Construct · Crown of Despair

T3d8Minor

Darkness-forged assassins, shadow golems melt into night, touches extinguishing light.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 12  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1212 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind5--
Sense18--
Heart8--
Cunning18--
Fate12--

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

Passives

Passive

Mindless Construct

Immune to poison, charm, and fear. It never flees; it fights until destroyed.

Passive

Shadow Form

In dim light or darkness it is incorporeal, passing through objects, and nonmagical attacks deal it only Vigor damage. In bright light it solidifies, attacks at disadvantage, and takes 1 Vigor damage at the start of each of its turns.

Maneuvers

Maneuver

Darkness Shroud

Snuffs every nonmagical light within 30 ft for 1 round.

Maneuver

Umbral Grasp

Shadows claw at every creature within 20 ft. Body save (DC 15): on a failure it takes 3 damage and is restrained 1 round; on a success it takes 1 Vigor damage.

Tactics

GM tactics

Fights exclusively in darkness, using Darkness Shroud to snuff whatever light remains. Strikes from ambush while incorporeal, then Umbral Grasp to restrain groups. Avoids daylight and magical light. Most dangerous in underground lairs where there is no natural light.

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.