Treasury Golem
Construct · Crown of Mammon
T4d10Major
A titanic humanoid assembled from stacked gold bars, chained treasure chests, and petrified wealth, its joints sealed with molten silver. Its ruby eyes blaze with calculating awareness, and when it moves the sound is deafening -- the crash of a thousand strongboxes.
Tier 4 · Role Major · Pool Vigor 6 / Vitality 8 · AC 14 · ATK +7 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 8 | -1 | -d3 |
| Sense | 18 | +4 | d8 |
| Heart | 14 | +2 | d4 |
| Cunning | 16 | +3 | d6 |
| Fate | 16 | +3 | d6 |
Passives
Hoard Bound
Cannot move more than 100 ft from its bound hoard, and can only be permanently destroyed by removing every last coin from it. Resistant to fire and cold damage.
Wealth Drain Aura
Coin and gear within 30 ft corrode: each round one mundane item carried in the area crumbles, and the golem regains 1 Vigor when it destroys gear this way.
Maneuvers
Vault Slam
Slams both fists into the ground. Creatures within 15 ft make a Body save (DC 17) or take 1 Vigor damage and are knocked prone.
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.
Golden Prison
Molten gold pours over a creature within 30 ft. It makes a Body save (DC 17); on a failure it takes 4 damage and is restrained in hardening gold until it breaks free with a Body check against DC 17, on a success it takes 1 Vigor damage.
Reactions
Treasure Reconstruction
When it takes 2 or more damage from a single attack, the golem pulls treasure from the hoard into its frame and regains 1 Vigor.
Tactics
GM tactics
Stays near its hoard and lets Wealth Drain Aura corrode equipment while the fight comes to it. Opens with Vault Slam to floor anyone who closes, then seals the best-armed warrior in Golden Prison. Every heavy blow only feeds more treasure into its frame. It does not pursue; it waits.
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 17+ (Cunning 16).
- 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.