KING
Thunder Golem

Thunder Golem

Construct · no Crown (Mundane)

T4d10Major

Storm-charged titans, thunder golems clap to stun, lightning arcing from fists.

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

Storm-Wrought Construct

Mindless: immune to poison, charm, and fear, and fights until destroyed. Immune to lightning damage.

Passive

Storm Aura

Crackling electricity surrounds it. A creature that starts its turn within 10 ft takes 1 Vigor damage; a creature in metal armor takes 1 damage instead.

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

Thunderclap

Telegraph · disrupt d6 · Body save

Claps its massive hands together. All creatures within 20 ft make a Body save (DC 17); on a failure a creature takes 4 damage and is stunned for 1 round, on a success it takes 1 Vigor damage.

Reactions

Reaction

Grounding Strike

When a creature within 10 ft casts a spell, lightning leaps to the caster: Body save (DC 17) or take 4 damage and lose the spell.

Tactics

GM tactics

Charges into the thickest melee and lets Storm Aura punish everyone standing near it, especially those in metal armor. Opens with Thunderclap to stun a group, and answers any spell cast within reach with Grounding Strike. Mindless: it fights until destroyed.

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.