Servo-Skull Swarm
A cloud of small machine observers turned hostile.
Threat File — Servo-Skull Swarm
TR 1 · Machines, Servitors & AutomataSenses: Sees normally in total darkness; auspex feeds detect motion within 60 feet
Machine Mind. The swarm does not make Morale checks and is immune to fear, Suppression, and morale pressure. It operates until destroyed, jammed, or de-tasked with a Tech check DC 12.
Distributed Cloud. Area effects deal double damage to the swarm. A single-target attack that hits deals at most 3 damage, destroying one skull at a time.
Always Transmitting. Whatever the swarm sees, its master knows within moments. While any skull survives, enemies connected to it cannot be surprised by the party.
Las-Prick Volley. Ranged Attack: +3 to hit, range 30/90 ft., one target. Hit: 1d4 las damage, and the target has Disadvantage on Stealth checks until the end of its next turn.
Blinding Orbit. The swarm swirls around one creature in its space. The target makes an Agility Save DC 11 or its attacks have Disadvantage until the start of the swarm's next turn.
Alarm Shriek. The swarm broadcasts the party's position on every open channel. Reinforcements arrive sooner at GM discretion, and hidden party members lose the benefit of being unseen by the swarm's allies.
Morale: Does not make Morale checks (machine mind). It disperses only when destroyed, jammed, or its controlling directive is severed.
Tactics: Fly in ahead of real threats to strip away surprise, foul the party's shooting, and force them to waste attacks on garbage. Its true damage is the report it files.
Loot / Evidence / Hooks: An intact skull core holds pict-logs of everything it saw, including whoever tasked it.
Enemy Dossier
GM ReferenceA Servo-Skull Swarm is a cloud of small machine observers whose surveillance protocols have turned hostile — recording, blinding, and harassing with dead men's skulls. Individually trivial; as a swarm, a sensor-fouling nuisance that reports everything it sees.
Use this enemy as a screening threat that spots the party for worse enemies, fouls aim, and turns stealth missions loud.
Threat Profile: Swarm unit — negligible durability per skull, no real damage, strong harassment, surveillance, and alarm pressure; no morale.
Machine Mind. Does not check Morale; operates until destroyed, jammed, or de-tasked by a Tech check.
Distributed Cloud. Area attacks are devastating to it; single-target attacks destroy one skull at a time.
Always Transmitting. Whatever the swarm sees, its master knows within moments.
Blinding Orbit. Swirls around one target; failed Agility Save leaves the target's attacks at Disadvantage until its next turn.
Las-Prick Volley. Weak scattered attack that mostly exists to break concentration and stealth.
Alarm Shriek. Broadcasts the party's position; reinforcements arrive sooner at GM discretion.
Morale: No morale; disperses only when destroyed, jammed, or its controlling directive is severed.
Tactics: Send the swarm in ahead of real threats to strip away surprise, foul the party's shooting, and force them to spend attacks on garbage. The counter is area damage or a Tech interdiction — reward both. Its true damage is the report it files.
Full Stat Block Priority: Low