Golem Swarm (CR 9)
Tiny Construct (Swarm)
Alignment: Always neutral
Initiative: +2 (Dex)
Languages: Cannot speak
AC: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 15
Hit Dice: 12d10 (66 hp); DR: 5/adamantine
Fort +6, Ref +6, Will +4
Speed: 20 ft. (cannot run)
Space: 10 ft./-
Base Attack +9; Grapple -
Full Attack: Swarm
Damage: Swarm 4d6
Special Attacks/Actions: Dismantle, distraction
Abilities: Str 5, Dex 14, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, half damage from slashing and piercing, magic immunity, swarm traits
Climate/Terrain: Any land
Organization: Solitary, pair, troop (3-4 swarms), or horde (11-20 swarms)
A golem swarm follows the orders of its creator. Although each statuette is relatively weak, the jabs and slices of the entire swarm can deal serious damage. In order to attack, a single swarm must move into its opponents space, which provokes an attack of opportunity. The swarm can occupy the same space as a creature of any size, since it crawls all over its opponents, although it remains a Large creature with a 10-foot face. Swarms never make attacks of opportunity, but they can provoke them.
Unlike any other creature with a 10-foot face, a swarm is completely shapeable. It can occupy any four contiguous squares and ignores the penalties for squeezing into a space smaller than its own.
Dismantle (Ex): On its turn, time swarm attempts to dismantle all objects within its area, such as wagons, furniture, or houses. It automatically dismantles all mundane objects in the area in 1 round, but a particularly intricate object, such as a trap or clockwork device, requires 2d4 rounds. The swarm can't dismantle magic items.
If one or more creatures occupy the golem swarm's space, it instead attempts to remove an object from each creature's possession. On the golem swarm's turn each round, roll 1d8 for each target ard consult the table below to see which object it attempts to remove, rerolling if that target does not have the indicated object. To resist, the creature must make a successful Reflex save (DC 16). Failure means the item has been removed from the target creature's possession and is lying on the ground. The save DC is Constitution-based.
- 1: Weapon in hand
- 2: Shield
- 3: Armor or robe
- 4: Hat or helm
- 5: Cloak
- 6: Ring, amulet, or other jewelry
- 7: Belt
- 8: Bracer, or gloves
Distraction (Ex): Any living creature vulnerable to the golem swarm's damage that begins its turn with a golem swarm in its square is nauseated for 1 round; a Fortitude save (DC 16) negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a golem swarm requires a Concentration check (DC 20 + spell level). Using a skill requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based.
Construct Traits: A golem swarm has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. The creature is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage but can be repaired. A golem swarm has darkvision 60 feet and low-light vision.
Magic Immunity (Ex): A golem swarm is immune to all spells, spell-like abilities, and supernatural effects, just as if the caster had failed to overcome spell resistance, except as follows: A transmute rock to mud spell deals 5d6 points of damage to the swarm, with no saving throw. A stone to flesh spell does not actually change the structure of any golem within the swarm, but it makes the swarm vulnerable to non-adamantine weapons for the following round.
Swarm Traits (Ex): A golem swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. It is immune to all weapon damage.
Reducing a golem swarm to 0 hit points or fewer causes it to break up, although damage taken until that point does not degrade its ability to attack or resist attack. A golem swarm is never staggered or reduced to a dying state by damage. Also, it cannot be tripped, grappled, or bull rushed, and it cannot grapple another.
A golem swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). A golem swarm takes a -10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenadelike weapons. If the area attack dues not allow a saving throw, the golem swarm takes double damage instead. Treat the golem swarm as a Tiny creature for the purpose of wind effects.
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 HD||Swarm Base Damage|
|21 or more||5d6|
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.