Angalith 5 (15)

High Noon at Midnight

An angalith—a forgeborn fabricated from prismatic stained glass windows taken from cathedrals and churches—is a 15-foot (4.5 m) tall figure.

Motive: Follow the will of their creator (but actually, break the control of their creator or whoever has control over them; see Temperamental)

Environment: Almost anywhere

Health: 27

Damage Inflicted: Moderate wound (7 points)

Armor: 3

Movement: Short; long when flying

Modifications: Intellect defense as level 2; Speed defense as level 4 due to size

Combat: Angaliths slice foes with jagged edges of their stained glass wings.

Angaliths have the following additional abilities and traits.

1 Red (Wrath). Target attacks an ally on their next turn.
2 Orange (Envy). Target throws mud/dung/etc. in the face of an ally on their next turn.
3 Yellow (Apathy). Target sits down and stares into space on their next turn.
4 Green (Greed). Target attempts to steal something from an ally on their next turn.
5 Blue (Gluttony). Target chows down nearest food—or goes looking for some—on their next turn.
6 Indigo (Pride). Target sniffs disdainfully and walks away from the combat on their next turn.

Interaction: Angaliths resonate with the worship and faith their component parts once witnessed. Often, that faith was preaching about the welfare of other beings, so they may stop to help those in need. But if they see someone act against the common good, in an angalith's estimation, that someone is due only hellfire.

Use: Angaliths—like most forgeborn—are tough encounters even for those who are tooled up for a fight. However, they can be assuaged with promises of saintly acts or demonstrations of good works, which could turn an angry angalith found in a demolished church into a temporary ally.

GM Intrusion: The character sliced by the jagged edge of a stained glass wing begins bleeding for 1 ambient damage each round until someone succeeds on a difficulty 3 healing task to stop the flow.