Errant Golem Skills

The complete Errant Golem kit across all five skill slots. For lore and stats, see the Errant Golem class page.

SkillSlotAPCooldownRangeTargetDescription
BeaterFight11Single EnemyStrike an adjacent enemy with a heavy blow: 15 physical damage and 2-hex knockback along the strike vector. If the target slams into an obstacle mid-push, they fall over (TUMBLE).
Bramble WallFight130–3SelfPaint 4 contiguous hexes within range 3 with thorny brambles. Enemies entering a Bramble hex take 4 damage; enemies standing on Bramble at round-end take another 4. Allies are unaffected. Lasts 2 rounds.
Geodesic DomeFight141–3Single AllyEncase an ally in a crystalline dome. Target becomes INVINCIBLE and frozen in STASIS, and heals for 30% of their max HP. Effects end at the start of your next turn.
ProjectFight121–4Single EnemyPick up an adjacent unit (enemy or ally) and throw them to a hex within range 4. Damage scales with the height difference between the Golem's tile and the landing tile (4 per height step). Wall collision mid-flight: target stops and falls (TUMBLE).
TerraformFight110–4AoE AllyThe Errant Golem reshapes the ground. Raises the target hex by +2 elevation; surrounding hexes rise to preserve the max-2 height differential. Exhaust-free.
Telluric WavesUltimate00–3AoE EnemySlam the ground with seismic force. Every enemy within 3 hexes (flat distance, height ignored) takes 10 physical damage and falls into TUMBLE. Allies are unharmed. Once per battle.
SteleReaction0SelfSelfOn death, the Errant Golem's body petrifies into a permanent stone obelisk. Adjacent enemies take 15 physical damage; range-2 enemies take 10. The death tile rises to height 4 (or stays higher), blocks movement and line of sight, and projects heavy-armor zone of control.
Stone BearerInnate0SelfThe Errant Golem can pick up and carry an adjacent ally. The carried ally is protected from harm but cannot act. Dropped behind the Golem at the end of the next movement, or at end of turn.
IrremovablePassive0SelfThe Errant Golem stands its ground. Immune to all forced movement (knockback, push, pull, throw, swap) and to movement-impact effects (INERT, TUMBLE, climb-cost penalties). Does not block damage from terrain or acting-prevention statuses (FROZEN, STASIS).