KING
Steam Golem

Steam Golem

Construct · no Crown (Mundane)

T3d8Minor

Boiler-powered brutes, steam golems vent scalding blasts, pistons driving relentless assaults.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +5  ·  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+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind4--
Sense16--
Heart12--
Cunning8--
Fate12--

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

Passives

Passive

Construct Nature

Immune to poison damage, charm, and fear. Mindless: it fights until destroyed instead of fleeing.

Passive

Superheated

A creature that touches the golem or strikes it in melee takes 1 Vigor damage from escaping steam.

Maneuvers

Maneuver

Steam Eruption

Vents a blast of scalding steam in a 20 ft radius. Each creature in the area must pass a Body save (DC 15) or take 3 damage and be blinded for 1 round; on a success, 1 Vigor damage.

Reactions

Reaction

Boiler Core

When destroyed, its boiler bursts. Each creature within 10 ft must pass a Body save (DC 15) or take 3 damage; on a success, 1 Vigor damage.

Tactics

GM tactics

Charges into melee, relying on its Superheated body to punish close-range attackers. Steam Eruption when surrounded. Its Boiler Core burst makes it dangerous even in death, so clever enemies finish it from range.

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.