# Swarm, Golem
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >Melee/Ranged: +11/+16
> >Secondary: +6/+11
> >Multiattack: +9/+14
> >M/R_PA: +11/+16
> >2nd/PA: +6/+11
> >MA_PA: +9/+14
> >Itterative: 3
> > xDmg:: Str: -3; Str2: -4; StrOH: -1; StrPA: -3; StrPA2H: -4; StrPAOH: -1
> > xDCs:: Str: 13; Dex: 18; Con: 16; Int: 16; Wis: 16; Cha: 11
> > xFeat:: —/0 (0)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Golem Swarm</div>
<div class="CR">CR 9 (6,400 XP)</div>
<div class="SOU">Dragon #309</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Tiny Construct (swarm)
**Init** +2
**Perception** +0
#### defense
**AC** 15, 14 touch, 13 flat-footed (+2 Dex, +1 natural, +2 size)
**hp** 70 (12d10+10)
**Fort** +4, **Refl** +6, **Will** +4
**Feint** —, **Demoralize** —
**DR** 5/adamantine
**Immune** magic
#### offense
**Speed** 20 ft. (cannot run)
**Melee** swarm (3d6 plus distraction)
**Space** 10 ft., **Reach** ft.
**Special Attacks** dismantle, immunity to magic, swarm traits
#### statistics
**Str** 5, **Dex** 14, **Con** —, **Int** —, **Wis** 11, **Cha** 1
**BAB** +12, **CMB** —, **CMD** —, **TA** +11, **RTA** +16
**Skills** Perception +0
**Languages**
#### special abilities
### 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 hand2: Shield3: Armor or robe4: Hat or helm5: Cloak6: Ring, amulet, or other jewelry7: Belt8: Bracer, or gloves
### Immunity to Magic (Su)
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 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.