Kalran: Tales of the four nations/The Great Beast

Tactical Analysis

 * Pile of corpses: The Great Beast is a monstrous, and largest, flesh golem made by the Cult, led by a dedicated cultist who sacrifice themselves to the magic, to form a giant made out of bodies fused into one being. The most a prospective opponent could do would be to hammer it with a superweapon or hordes of artillery until the shell gives up the souls it held and give them the release of death. Anything in a wide radius of it will be completely and utterly annihilated, either by its multiple claws, its tendrils of flesh, or the miasma of poison around it, while infantry around it are stuck frozen in fear by the creature, by the magic it exudes or the sheer disgust of a thousand rotting bodies crudely smashed together


 * Pile of unwilling souls: Cult units are not immune to the Beasts effects. Not even their hero unit, can stand up to the miasma the Beasts exudes for long. In fact, the very structure that creates the Icon, the Summoning circle, will be destroyed in the violent backlash of its awakening


 * Pile of unwilling soldiers: To make matters worse for the opponent. Any unit or corpse, whether theirs or the Cult, that dies near it will be revived into thralls, whether if it was a soldier, vehicle, or aircraft, that will fight for the Cult, but it's unsophisticated necromantic magic means that the Cultist can't control them, at most having the Beast direct its army to a target


 * Pile of held matter: Fortunately, the immense power needed to sustain the Beast, and keeping the souls of the bodies that made and power it under their control, tends to wear down the magic holding it rather quickly. The Beast will only remain for a limited time, before falling apart into a pile of flesh and releasing the imprisoned souls, and upon its death will release any corpse it revived