Stillborn Golem
Construct · Crown of Sloth
T4d10Sovereign
A hulking, asymmetric construct frozen mid-creation - one hand a detailed sculpture, the other a rough block, half its face exquisitely carved, the other blank stone. Abandoned by its creator and animated by the Crown's power, it punishes those who still try to create.
Tier 4 · Role Sovereign · Pool Vigor 6 / Vitality 26 · AC 14 · ATK +7 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 5 | -3 | -d4 |
| Sense | 16 | +3 | d6 |
| Heart | 14 | +2 | d4 |
| Cunning | 8 | -1 | -d3 |
| Fate | 14 | +2 | d4 |
Passives
Unfinished
Mindless: fights to the death instead of fleeing. If a caster spends a full turn completing its carvings, it must make a Heart save (DC 17) or fall docile until harmed.
Aura of Abandonment
Ongoing spells and enchantments within 30 ft pause each round unless their caster makes a Fate save (DC 17); concentration cannot be maintained inside the aura.
Maneuvers
Crushing Disappointment
Slams both fists into the ground. Each creature within 15 ft makes a Body save (DC 17): on a failure it takes 4 damage and is knocked prone, on a success it takes 1 Vigor damage.
Tactics
GM tactics
The Stillborn Golem targets spellcasters and artificers first, and its Aura of Abandonment stalls whatever they are holding together. It uses Crushing Disappointment to knock enemies prone. Its vulnerability is completion: a caster who spends a full turn finishing its carvings forces a Heart save (DC 17), and on a failure it falls docile until something harms it.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d10. A crit rolls two: 2d10.
- Crits on a natural 20 only (Cunning 8 does not widen the range).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.