KING
Iron Golem

Iron Golem

Construct · no Crown (Mundane)

T5d12Major

Towering metal behemoths, iron golems breathe poison clouds, swords cleaving armies for their masters.

Tier 5  ·  Role Major  ·  Pool Vigor 8 / Vitality 8  ·  AC 14  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC149 base + 5 Sense
Vigor8Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 - d4rerolled each round
Attack+8d20 + bonus vs AC, two a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit20natural 20 only
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind4-3-d4
Sense20+5d10
Heart16+3d6
Cunning8-1-d3
Fate16+3d6

Passives

Passive

Construct Nature

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

Passive

Iron Body

Resistant to non-magical physical damage. Fire does not harm it: whenever it would take fire damage it instead regains 1 Vigor.

Maneuvers

Maneuver

Thunderous Slam

Slams both fists into the ground; each creature within 10 ft makes a Body save (DC 19) or is 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 declaration is lost.

Declaration

Poison Breath

Declaration · disrupt d6 · Body save

Exhales a 15 ft cone of poison gas. Each creature in the cone makes a Body save (DC 19); on a failure it takes 1d12 damage, on a success it takes 1 Vigor damage.

Reactions

Reaction

Iron Resilience

The first time the golem falls below half its Vitality, it stays at half instead and its attacks have advantage until the end of its next turn.

Tactics

GM tactics

Marches directly at the strongest opponent. Opens with Poison Breath against clustered enemies. Hammers single targets with its sword. Thunderous Slam when surrounded. An unstoppable engine of destruction that follows its master's last command even after death.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 3 + Tier, like a hero but with no wounds. Full Vigor at combat start; at the start of its turn it regains 1 Vigor. Dead at 0 Vitality.
  • A hit rolls d12. A crit rolls two: 2d12.
  • Crits on a natural 20 only (Cunning 8 does not widen the range).
  • Two attacks in a normal turn.
  • Any Vitality lost while a declaration is pending forces its disruption roll; on a 1 the declaration is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.