KING
Shield Dwarf Automaton

Shield Dwarf Automaton

Construct · no Crown (Mundane)

T2d6Minor

Dwarven-forged defenders, shield dwarf automatons wield hammers, guarding forges forever.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 14  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1414 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind5--
Sense16--
Heart12--
Cunning8--
Fate12--

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

Passives

Passive

Mindless Construct

Fights to the death instead of fleeing. Immune to poison, charm, and fear; resistant to fire damage.

Passive

Immovable Defender

Cannot be knocked prone or pushed while standing on stone.

Maneuvers

Maneuver

Shield Slam

When the automaton hits with its hammer, the target also makes a Body save (DC 13) or is knocked prone.

Reactions

Reaction

Dwarven Bulwark

When an ally within 5 ft is hit by an attack, the automaton swings its shield across, granting that ally +2 AC against the attack and possibly turning it into a miss.

Tactics

GM tactics

Holds chokepoints and forge entrances with absolute dedication. Uses Dwarven Bulwark to cover any ally beside it and Shield Slam to put attackers on their backs. Never abandons its post under any circumstances.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • 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 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.