Swarm of Fob-watch Flyers (5e Creature)

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Swarm of Fob-watch Flyers[edit]

Tiny construct, lawful neutral

Armor Class 16 (natural armour)
Hit Points 108 (24d8)
Speed 0 ft., fly 60 ft. (hover)

4 (-3) 17 (+3) 10 (+0) 1 (-5) 3 (-4) 1 (-5)

Damage Resistances cold
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, prone
Senses blindsight 120 ft., passive Perception 6
Languages understands the languages of its creator, but cannot speak
Challenge 4 (1,100 XP)

Antimagic Susceptibility. The swarm is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the swarm must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the swarm remains motionless and isn't flying, it is indistinguishable from a collection of fob-watches (although the hands are constantly at 12 o'clock).

Flyby. The swarm dosen't provoke opportunity attacks when it flies out of an enemy's reach.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny fob-watch flyer. The swarm can't regain hit points or gain temporary hit points.


Spinning Chain. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 31 (8d6 + 3) slashing damage. The swarm moves 10 feet away from the target. if the swarm has less than half its hit points, the damage is 17 (4d8 + 3).

The swarm is a construct summoned by clockwork golems. When created, they flit around the golem. When an enemy arrives, they form into swarms of 8 if there are enough of them and try to weaken their foe for their creator.

Constructed Nature. The swarm doesn't require air, food, drink or sleep

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