# FOREST GOLEM Lv 20 w CONSTRUCT

Druids and witches often weave together these creatures and order them to guard sacred locations.

Typical Traits: emotionless, flammable, lonely, towering.

## Stats

DEX d6 | INS d6 | MIG d12 | WLP d10 | HP 110 w 55 MP 80 | Init. 6

DEF +0 | M.DEF +0

## BASIC ATTACKS

- Bark Claws w {MIG + MIG} +2 w {HR + 10} physical damage. This attack has multi (2).
- Life Blast w {DEX + MIG} +2 w {HR + 15} light damage.

## SPELLS

- Dispel w 10 MP w One creature w Instantaneous. If the target is affected by one or more spells with a duration of "Scene", instead they are no longer affected by any of those spells.
- Spore Breath w {MIG + WLP} +2 w 10 MP w One creature w Instantaneous. The target suffers {HR + 15} poison damage and suffers weak.
- Vine Burst w 20 MP w Special w Instantaneous. The golem chooses any number of creatures it can see: each of them suffers shaken.

## SPECIAL RULES

Construct w The forest golem is immune to poisoned.

### Design Notes for Constructs

The once-resplendent waters of the Dagda Oasis now run dry. The Golem attacks all that approach. When designing a construct boss, you might separate it into parts (such as a sturdy central body supported by telescopic limbs), or have it expose its magitech core when in Crisis, increasing its elemental damage but also lowering defenses and unlocking new Vulnerabilities.

## CONSTRUCT BOSSES

And if there's a Magitech Tinkerer in the party, they might even be able to take control of a soldier-rank limb and force the boss to punch itself in the face! Those are the kind of scenes your group will remember.