KING
Snow Golem

Snow Golem

Construct · no Crown (Mundane)

T1d4Minor

Icy playthings turned deadly, snow golems pelt with snowballs, melting in fire.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 8  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC88 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind4--
Sense12--
Heart6--
Cunning8--
Fate10--

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. Does not flee at 0 Vigor; it fights until destroyed.

Passive

Made of Snow

Immune to cold damage. Takes 1 extra damage from fire, and above freezing it slowly melts away. While motionless in snow it is indistinguishable from a snowman or drift.

Maneuvers

Maneuver

Freezing Embrace

Grabs a creature and packs it in snow. The target makes a Body save (DC 11) or is restrained and takes 1 Vigor damage at the start of each of its turns until it breaks free with a Body check.

Tactics

GM tactics

Hides in snowy terrain, indistinguishable from a drift, and seizes the first enemy to walk past. Freezing Embrace locks a target down in the cold. Avoids fire at all costs. Most effective in winter environments where it blends in and does not melt.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • 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 2 kills it outright, and a single blow of 2 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.