KING
Simulacrum Golem

Simulacrum Golem

Construct · Crown of Deception

T3d8Minor

Illusion-flesh duplicates, simulacrum golems mimic masters, deceiving with perfect imitation.

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
Body16--
Mind6--
Sense16--
Heart8--
Cunning18--
Fate12--

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

Passives

Passive

Perfect Mimicry

Appears identical to the creature it was modeled after; a Cunning check (DC 15) is needed to spot the deception. The illusion flickers whenever the golem takes damage.

Passive

Ice Heart

Built on a core of snow and ice; vulnerable to fire damage. If destroyed by fire, it melts completely and cannot be rebuilt.

Maneuvers

Maneuver

Mirror Strike

When the golem hits a creature while wearing that creature's face, the target makes a Mind save (DC 15) or is dazed 1 round, unsure which combatant is real.

Reactions

Reaction

Body Double

When its creator within 30 ft is targeted by an attack, the golem and creator swap positions; the attack targets the golem instead.

Tactics

GM tactics

Infiltrates by posing as its creator or an ally. Sows confusion in combat with Mirror Strike while wearing a familiar face. Protects its master with Body Double. Avoids fire at all costs. Most dangerous in social encounters where it can impersonate key figures.

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.