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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 4 | -3 | -d4 |
| Sense | 18 | +4 | d8 |
| Heart | 14 | +2 | d4 |
| Cunning | 8 | -1 | -d3 |
| Fate | 14 | +2 | d4 |
Passives
Storm-Wrought Construct
Mindless: immune to poison, charm, and fear, and fights until destroyed. Immune to lightning damage.
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.
Thunderclap
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
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.