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    Clockwork Swarm

    A mass of tiny insect-like mechanical creatures surges closer.

    Clockwork Swarm CR 4

    XP 1,200
    N Tiny construct (swarm)
    Init +2; Senses darkvision 60 ft., low-light vision; Perception +1

    DEFENSE

    AC 18, touch 14, flat-footed 14 (+2 Dex, +4 natural, +2 size)
    hp 42 (4d10+20); self repair 3 (acid, cold, fire)
    Fort +1; Ref +3; Will +2
    Immune construct traits, swarm traits
    Weaknesses swarm traits

    OFFENSE

    Speed 40 ft.
    Melee swarm (1d6)
    Space 10 ft.; Reach 0 ft.
    Special Attacks distraction (DC 12)

    STATISTICS

    Str 14, Dex 15, Con —, Int —, Wis 13, Cha 12
    Base Atk +4; CMB — ; CMD
    Skills Stealth +2 (+6 when not moving); Racial Modifiers +4 Stealth when not moving

    SPECIAL ABILITIES

    Self-Repair (Ex)

    A clockwork swarm regains 3 hit points per round. Damage dealt from acid, cold, or fire effects cannot be self-repaired. If a clockwork swarm takes damage from an area attack, it is unable to repair itself for 1d6 rounds following the attack. If reduced to 0 or less hit points, it regains 1 hit point per round (but still cannot repair damage caused by acid, cold, or fire effects) until it has at least 1 hit point (at which time it begins to self-repair at its normal rate of 3 hit points per round).

    Source
    Tome of Horrors Complete
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