KING
Shield Guardian

Shield Guardian

Construct · no Crown (Mundane)

T3d8Minor

Loyal protectors bound to amulets, shield guardians absorb damage for wielders, fists shielding allies.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1313 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--
Mind5--
Sense16--
Heart12--
Cunning8--
Fate12--

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

Passives

Passive

Bound Construct

Magically linked to an amulet; the wearer commands it telepathically within 120 ft. Mindless, fights to the death; immune to poison, charm, and fear.

Passive

Self-Repair

Regains 1 Vigor at the start of its turn.

Maneuvers

Maneuver

Shield

Move adjacent to the amulet wearer; the wearer gains +2 AC until the start of the guardian's next turn.

Reactions

Reaction

Intercept

When the amulet wearer is hit while within 60 ft, the guardian takes the damage instead.

Tactics

GM tactics

Stays within 60 ft of its amulet wearer at all times. Uses Shield when melee threats approach the wearer and Intercept to take the blows meant for it. Attacks only when its ward is safe or when commanded.

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.