Clockwork Mender Swarm (CR 3)

Tiny Construct (Extraplanar, Lawful, and Swarm)
Alignment: Always lawful neutral
Initiative: +4(Dex); Senses: darkvision 60 ft., low-light vision, Listen +3, and Spot +3
Languages: Abyssal, Celestial, Infernal (cant speak)


AC: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14
Hit Dice: 4d10 (22 hp)
Fort +1, Ref +5, Will +2
Speed: 10 ft. and Fly 30 ft. (perfect)
Space: 10ft.; Reach 0 ft.
Base Attack +3; Grapple -
Attack: Melee: swarm (1d6 plus poison and distraction)
Special Attacks/Actions: swarm repair, swarm sacrifice
Attack Options: aligned strike (lawful), distraction, poison (DC 14, 2d4 Dex/2d4 Dex)
Abilities: Str 3, Dex 19, Con -, Int 4, Wis 12, Cha 10
Special Abilities: Immune: construct immunities, swarm immunities; Resist: half damage from slashing and piercing; Weakness: swarm vulnerabilities
Special Qualities: construct traits, swarm traits
Feats: Alertness, Skill Focus (Craft),
Skills: Craft (any one) +7, Listen +3, and Spot +3
Advancement:
Climate/Terrain: Usually the Clockwork Nirvana of Mechanus
Organization: Swarm
Treasure/Possessions:

Source: Monster Manual IV

Poison (Ex): The save DC includes a +2 racial bonus.

Distraction (Ex): Fortitude DC 12, nauseated 1 round. The save DC is Constitution-based.

Swarm Repair (Su): A clockwork mender swarm can choose not to damage a construct with its swarm attack. When the clockwork mender swarm occupies a construct's space at the end of the swarm's turn, it can repair of 1 point of damage on that construct. The swarm can use its swarm repair on itself if it does not move for 1 round.

Swarm Sacrifice (Ex): A clockwork mender swarm can choose not to damage a construct with its swarm attack. When the swarm occupies a construct's space at the end of the swarm's turn, it can repair damage to that construct, up to the swarm's current hit points. The swarm loses an equal number of hit points as its members sacrifice themselves to become building material to repair the construct. If the swarm sacrifice reduces the clockwork mender swarm's hit points to 0, it breaks up.

Clockwork menders live on the Clockwork Nirvana of Mechanus, where they serve a vital role in that plane's ecology. Wizards and sorcerers of the Material Plane who craft constructs find them to be useful familiars and guardians for their creations.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).

Swarm Subtype

A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature.

A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent's space, which provokes attacks of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes attacks of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.

A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. (A swarm of 15,000 centipedes is ten centipede swarms, each swarm occupying a 10-foot square.) The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.

Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage.

Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures (see Winds, page 95 of the Dungeon Master's Guide). For example, a swarm of locusts (a swarm of Diminutive creatures) can be blown away by a severe wind. Wind effects deal 1d6 points of nonlethal damage to a swarm per spell level (or Hit Dice of the originating creature, in the case of effects such as an air elemental's whirlwind). A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its nonlethal damage.

Swarm Attack: Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm's statistics block has "swarm" in the Attack and Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown below.

Swarm HDSwarm Base Damage
1-51d6
6-102d6
11-153d6
16-204d6
21 or more5d6

A swarm's attacks are nonmagical, unless the swarm's description states otherwise. Damage reduction sufficient to reduce a swarm attack's damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.

Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.

Distraction (Ex): Any living creature vulnerable to a swarms damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 swarm's HD + swarm's Con modifier; the exact DC is given in a swarm's description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.