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PFS StandardAnimated Silverware Swarm

Nobles are known to pay great amounts to animate their silverware, both for ease in cleaning and to serve as novelties during dinner parties.

Recall Knowledge - Construct (Arcana, Crafting): DC 15
Unspecific Lore: DC 13
Specific Lore: DC 10

Elite | Normal | Weak
Proficiency without Level

Animated Silverware SwarmCreature 1

N Large Construct Mindless Swarm 
Source Bestiary 3 pg. 18
Perception +5; darkvision
Skills Acrobatics +8
Str +1, Dex +3, Con +4, Int -5, Wis +0, Cha -5
AC 16 (12 when broken); construct armor; Fort +9, Ref +8, Will +3
HP 14; Hardness 3; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, precision, poison, sickened, unconscious; Weaknesses area damage 3, splash damage 3
Construct Armor Like normal objects, an animated silverware swarm has Hardness. This Hardness reduces any damage the swarm takes by an amount equal to the Hardness. Once an animated silverware swarm is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 12.
Speed 20 feet
Slice and Dice (magical) Each enemy in the animated silverware swarm's space takes 1d6 piercing or slashing damage (DC 17 basic Reflex save)Stick a Fork in It The animated silverware swarm attempts to pin a single creature. The target must attempt a DC 17 Reflex save.
Critical Success The target is unaffected.
Success Silverware pins portions of the target's clothing and gear. The target takes a –10-foot circumstance penalty to its Speeds as long as it remains in the swarm's space.
Failure As success, and the target also can't Step until it leaves the swarm's space.
Critical Failure The target is thoroughly pinned by the silverware, becoming immobilized until it Escapes (DC 17) or uses 2 Interact actions to remove all of the silverware pinning them down.

All Monsters in "Animated Object"

Animated Armor2
Animated Broom-1
Animated Colossus15
Animated Furnace9
Animated Silverware Swarm1
Animated Statue3
Animated Trebuchet13
Giant Animated Statue7

Animated Object

Source Bestiary pg. 20
Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.

Sidebar - Advice and Rules Animating Objects

Most animated objects encountered by adventurers are permanently animated creatures, either created by rituals or given life by infusions of positive energy. Restless spirits, certain ghosts, and other haunting undead influences can also give rise to animated objects, although in cases like the poltergeist, what appears to be an animated object may merely be an evil force using its magic to hurl furnishings about as weapons.

Sidebar - Additional Lore Choosing to Animate

Most animated objects are created for convenience or out of vanity. Spellcasters often animate brooms and dishes to aid with cleaning, books and scrolls for aid with research, and carts and carriages for transport. Most objects are animated without the intent of using them as guardians, and many animated objects exist without the rest of the world ever noticing. Only those with money and power choose to animate objects as guardians, and these are the animated objects most likely encountered on adventures.

Sidebar - Treasure and Rewards Guarded Treasures

Animated objects are mindless constructs. While this leaves them no concept of the value of treasure, they are often used as guardians for vaults or repositories of valuables. In these cases, the treasures they guard can vary wildly, but should be of a value appropriate for the animated object’s level.

Sidebar - Advice and Rules Losing Control

The process for animating objects varies from object to object and by the needs of the ritual. Some rituals designate a controller whom the animated object obeys. Without orders, many animated objects fall back to defensive tactics. In other cases, the ritual may have been poorly performed or may have failed after many years, causing the animated object to enter an uncontrollable state where it attacks anything it sees.