Health Potion Golem

LEVEL 2 Solo

Elemental Golem

EV 40

Stamina: 250

Weakness Fire 5

Speed: 6

Size: 3 /Stability: 2 

Free Strike: 5 

Might +3

Agility +2

Reason +1

Intuition +1

Presence -1

Solo Monster

Solo Turns The Health Potion Golem takes up to two turns each round. They can’t take turns consecutively. They can use one action on each of their turns and may buy an additional action for 5 Malice. While dazed, the Health Potion Golem loses an action on it’s turn.

End Effect At the end of their turn, the Health Potion Golem can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.

Health Potion

The Health Potion Golem contains 20 health potions worth of potion inside of the golem’s pot. A creature inside of the pot can use a maneuver as normal to drink health potion.

Ice Crafted

The Health Potion Golem ignores difficult terrain or terrain effects created by ice and any cold damage dealt to the Health Potion Golem heals it instead.

Green Grapple (action) ◆ 2d10 + 3 ◆ Signature        

Keywords: Melee, Strike, Weapon

Distance: Melee 2

Target: Two creatures or objects

✦ ≤11

8 damage; grabbed

★ 12–16

12 damage; grabbed

✸ 17+

15 damage; grabbed

Effect: If this Strike is only used on 1 enemy then the Golem can immediately use Into the Pot or Rend.

Watermelon Slam (action) ◆ 2d10 + 3        

Keywords: Area, Melee, Charge

Distance: 3 Burst

Target: Each enemy and object in the burst

✦ ≤11

4 damage; push 1; A<1 prone

★ 12–16

7 damage; push 2; A<2 prone

✸ 17+

10 damage; push 3; A<3 prone

Effect: The potency of this ability increases by 1 if it’s used while charging.

Into the Pot! (maneuver)        

Keywords: -

Distance: Melee 2

Target: One grabbed creature

Effect: A creature grabbed by the Golem is put into the Pot and automatically moves with the Golem. The Golem can only have one creature in the pot at a time. A creature in the pot takes 1d6 damage on the start of their turns, loses 1 heroic resource, and the Golem gains 1 surge.

Lemon Twist. (maneuver) ◆ 5 Malice        

Keywords: Melee, Strike, Weapon

Distance: Melee 2

Target: One grabbed creature

Effect: A creature grabbed by the Golem makes a Might test.

✦ ≤11

15 damage; bleeding (save ends); a limb is ripped from the target

★ 12–16

10 damage; bleeding (save ends); a limb is ripped from the target

✸ 17+

5 damage; bleeding (save ends); the golem gains 2 surges

Effect: A creature with their limb ripped off loses the use of that limb. If it was a leg their movement is halved. Two legs they may only move one square per turn. An arm will limit the use of weaponry with 1 stopping a shield or 1 handed weapon and 2 removing all weaponry. Magical healing automatically ends the bleeding and seals the wound. The removed limb is put in a square of the Director’s choice within 3 squares.

Hurt? I’ll show you Hurt! (Free Triggered Action) ◆ 3 Malice        

Keywords: Melee, Strike, Weapon

Distance: Melee 2

Target: Two creatures or objects

Effect: The Golem Shifts up to 5 squares towards the triggering creature

✦ ≤11

3 damage; M<0 Dazed

★ 12–16

4 damage; M<1 Dazed

✸ 17+

5 damage; M<2 Dazed

Sugar Rush (Villain Action 1)        

Keywords: Charge, Melee, Strike, Weapon

Distance: Melee 2

Target: One creature or object

✦ ≤11

4 damage; push 1; A<1 prone

★ 12–16

7 damage; push 2; A<2 prone

✸ 17+

10 damage; push 3; A<3 prone

Effect: Each creature that the Golem moves through as a part of charging with this ability is M<2 knocked prone.

Piercing Straw (Villain Action 2)        

Keywords: Melee, Strike, Weapon

Distance: Melee 2

Target: One creature

✦ ≤11

5 damage

★ 12–16

7 damage

✸ 17+

9 damage

Effect: The target loses 1 recovery.

Don’t Drink the Kool-Aid. (Villain Action 3)        

Keywords: Area, Magic

Distance: Ranged 10

Target: All creatures who drank from the Golem

Effect: Each creature who drank from the Health Potion Golem must make a Might test.

✦ ≤11

8 damage; weakened and slowed (save ends)

★ 12–16

6 damage; weakened and slowed (EoT)

✸ 17+

3 damage

Effect: M<2 the target is reduced to 1 Stamina if they have 2 or more Stamina after taking damage.

Health Potion Golem

Malice Features

At the start of a Health Potion Golem’s turn, you can spend malice to activate one

of the following features.

Digest ◆ 3 Malice

Any creature currently in the pot suffers the effects of the pot as if it was the start of their turn.

Blastin’ Berry Cherry 5 Malice        

Keywords: Area, Magic, Ranged

Distance: 3 x 10 line within 10

Target: All Enemies

Effect: Each target makes an Agility Test.

✦ ≤11

10 damage; bleeding (save ends)

★ 12–16

7 damage; bleeding (EoT)

✸ 17+

4 damage

Chilled ◆ 10 Malice        

The air across the area of the encounter map becomes cold and slowing with frost until the end of the encounter. Each enemy in the frost must immediately make a Reason test, then repeat that test at the start of each of their turns:

✦ ≤11

Dazed (EoT)

★ 12–16

Slowed (EoT)

✸ 17+

No Effect