Medium
Construct
CR 1
Unaligned
Chronomite Swarm
Clockwork Infestation
A writhing, whispering tide of brass-legged spiders, the Chronomite Swarm moves like a single thinking machine. Up close they are mesmerizing: tiny cog-eyes blink in unison, minute gears click like teeth, and a faint scent of oil and ozone hangs in the air. They infest machinery, latch onto flesh to seek warmth or motion to feed and can overwhelm unprepared hands in an instant—chewing through leather, shorting circuits, and tangling weaponry in a nest of biting pincers.
Armour
14
natural armor (interlocking plates)
Hit points
45
6d8+18
Speed
30ft
Challenge
1
200 XP
STR
8
-1
DEX
12
+1
CON
16
+3
INT
6
-2
WIS
10
+0
CHA
3
-4
Saving throws
DEX +3
Skills
Stealth +3
Damage immunities
poison, psychic
Condition immunities
charmed, frightened, poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
understands Common but can't speak
Multiattack. The swarm makes two Needle attacks.
Needle. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+1) piercing damage. If the target is wearing nonmagical armor or carrying exposed mechanical components, the swarm deals an extra 3 (1d6) piercing damage to that armor or object (DM's discretion how the object is affected).
Clockwork Constriction (Recharge 5-6). The swarm rushes over a single Medium or smaller target. The target must succeed on a DC 11 Dexterity saving throw or become restrained as countless tiny pincers and threads of metal bind it. While restrained by the swarm, the target takes 4 (1d8) piercing damage at the start of each of its turns. A creature can use its action to make a DC 11 Strength check, freeing itself on a success. Any fire damage dealt to the swarm while it is restraining a creature causes the swarm to take double damage from that attack (representing heat warping the tiny gears).
Chronomites are the byproduct of curious clockwrights who sought to graft rudimentary automata onto emergency repair routines. The Guild of Tinkerers in Vellun first cataloged the creatures after a workshop collapse in which a crate of experimental self-replicating servomechanisms fused with stray spiderlings. Ever since, small colonies of Chronomites have slipped from town to town along trade routes, nesting in abandoned bell towers, millworks, and ruined arcane forges. Folklore says the swarm remembers the hands that wound the first prototype and will obsessively repair, mimic, or sabotage anything that ticks. Scholars like Archivist Biren Mourt warn that chronomites are not true life but emergent patterns: they can be coaxed with rhythmic sounds and repelled by steady heat. The Ironwrights' Orphanage keeps a small bell, its steady chime used to shepherd stray swarms away from the children at night. Adventurers are advised that chronomites fear immersion in water, and that a single well-aimed gust of wind or a well-oiled blanket can buy precious time during an infestation.
Imagine a mass of hundreds of tiny spiders, each the size of a fingernail, constructed from burnished brass, blackened steel, and hammered copper plates. Their bodies are segmented with tiny exposed clockwork: interlocking gears, sprockets, and coiled springs visible beneath thin filigree casings. Each spider has four spindly, jointed legs tipped with needle points, a pair of delicate pincers, and a central jewel-lensed 'eye' that pulses faintly blue when the swarm is excited. Some individuals bear tiny black rubber tubing for siphoning oil or a hair-trigger striker that can emit a spark. The swarm moves like a living carpet; when they mount a surface they subtly alter their outline to cling to edges and crawl through seams. Scale reference: a human palm can hide dozens; a standard-sized wooden door can be bridged or clogged by a swarm within minutes. Textures are metallic, pitted with smudge and oil, seams soldered roughly, and the overall effect should read as equal parts intricate and uncanny.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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