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Demonic Golem

Adversary overview

A fiery construct of stone

Stat block

Tier
1
Type
Bruiser
Difficulty
10
HP
7
Stress
3
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
8
Major Damage — Mark 2 HP Major
Mark 2 HP
14
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Fists
Range: Close
Damage: 1d8+3
Attack Mod: +2
Damage Type: Physical

Features

Passives

  • Spirit Link

    Demonic Golem is only active while its maker is alive. detonation doen not activate if demonic golem dies after its maker dies.

Actions

  • Ground Slam

    Slam the ground, knocking back all targets within Very Close range back to Far range.

  • Grab and Drag

    make an attack against a target within Close range. ON success, spend a fear to pull them into melee range, deal 1d6+2 physical damage, and restrain them until the Golem takes Severe damage.

Reactions

  • Detonation

    When the Golem marks his last HP, it explodes in a fiery blast, pc's within close range must do an Agility roll (13). on failure they take 1d8 magical damage, on success they move to within Far range to avoid the damage.

Evolutions

Motives & tactics

Pummel protect

Experiences

  • Huge +3

Demonic Golem

Tier 1 bruiser

A fiery construct of stone

Motives & Tactics: Pummel, protect

Difficulty: 10 | Thresholds: 8/14 | HP: 7 | Stress: 3

ATK: +2 | Fists: Close | 1d8+3 Physical

Experience: Huge +3

HP:

STRESS:

Features

Spirit Link - Passive: Demonic Golem is only active while its maker is alive. detonation doen not activate if demonic golem dies after its maker dies.
Ground Slam - Action: Slam the ground, knocking back all targets within Very Close range back to Far range.
Grab and Drag - Action: make an attack against a target within Close range. ON success, spend a fear to pull them into melee range, deal 1d6+2 physical damage, and restrain them until the Golem takes Severe damage.
Detonation - Reaction: When the Golem marks his last HP, it explodes in a fiery blast, pc's within close range must do an Agility roll (13). on failure they take 1d8 magical damage, on success they move to within Far range to avoid the damage.

Discussion

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