KING
Silver Golem

Silver Golem

Construct · no Crown (Mundane)

T3d8Minor

Lunar metal guardians, silver golems repel undead, moonlight gleaming on polished surfaces.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 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
Body18--
Mind5--
Sense18--
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; advantage on saves against spells.

Passive

Moonlight Radiance

Sheds dim moonlight in a 15 ft radius; its blows count as silvered. Undead and lycanthropes in the light attack at disadvantage.

Maneuvers

Maneuver

Purifying Light

A pulse of moonlight fills a 20 ft radius. Undead and lycanthropes in it make a Heart save (DC 15). Failure: takes 3 damage and is frightened 1 round. Success: takes 1 Vigor damage.

Reactions

Reaction

Silver Ward

When an undead creature attacks the golem or an ally within 5 ft, the golem strikes back at it with a silver fist.

Tactics

GM tactics

Created specifically to guard against undead and lycanthrope threats. Positions to maximize its Moonlight Radiance aura, then pulses Purifying Light to scatter whatever the moonlight has already cowed. Against living enemies, fights as a straightforward melee combatant with its impressive durability.

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.