KING
Stillborn Golem

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

AC1411 base + 3 Sense
Vigor6Tier + Heart mod, regenerates
Vitality2610 + 4 x Tier
Move30 ft
Initiatived8 - d4rerolled each round
Attack+7d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit20natural 20 only
Sovereign2actions a round, after another turn ends
StatScoreModDie
Body20+5d10
Mind5-3-d4
Sense16+3d6
Heart14+2d4
Cunning8-1-d3
Fate14+2d4

Passives

Passive

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.

Passive

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

Maneuver

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.