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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


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


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


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


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).

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