KING
Stone Golem

Stone Golem

Construct · no Crown (Mundane)

T4d10Major

Carved sentinels of granite, stone golems hurl rocks, slow but immovable guardians of ancient tombs.

Tier 4  ·  Role Major  ·  Pool Vigor 6 / Vitality 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC1410 base + 4 Sense
Vigor6Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 - d4rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit20natural 20 only
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind4-3-d4
Sense18+4d8
Heart14+2d4
Cunning8-1-d3
Fate14+2d4

Passives

Passive

Construct Nature

Mindless: immune to poison, charm, and fear, and fights until destroyed. No effect can alter its carved form.

Passive

Stone Body

Resistant to non-magical physical damage. Advantage on saves against spells.

Maneuvers

Maneuver

Slow

Grinding gears drag at everything nearby. Each creature within 10 ft makes a Mind save (DC 17) or is slowed for 1 round.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Hurl Boulder

Telegraph · disrupt d6 · Body save

Tears loose a boulder and hurls it up to 60 ft. The target 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.

Reactions

Reaction

Unyielding

When an effect would move the golem against its will, it does not move.

Tactics

GM tactics

Guards a specific location with unwavering patience. Opens with Slow to cripple approaching enemies. Uses Hurl Boulder against ranged attackers. Pursues intruders methodically but returns to its post once threats are eliminated.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 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.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.