Monster Dossier
Clockwork Spy
Clockwork Spy is a fantasy monster entry from source B3.
Traits
uncommonntinyclockworkconstructmindless
Rules & statistics
Monster Profile
Perception
8
Senses
- Name
- low-light vision
Skills
- Acrobatics
- 5
Ability Mods
- Str
- -1
- Dex
- 3
- Con
- 0
- Int
- -5
- Wis
- 2
- Cha
- 0
Defenses
- Ac
- 17
- Saving Throws
- Fort
- 2
- Ref
- 7
- Will
- 4
- Hp
- Hp
- 8
- Immunities
- mental
- poison
- death effects
- disease
- doomed
- drained
- fatigued
- healing
- necromancy
- nonlethal attacks
- paralyzed
- sickened
- unconscious
Speed
- Walk
- 25
- Fly
- 25
Attacks
- Range
- Melee
- Name
- spherical body
- Attack
- 7
- Traits
- finesse
- Damage
- 1d6-1 bludgeoning
- Types
- bludgeoning
Abilities
- Top
- Activity
- Number
- 1
- Unit
- action
- Entries
- The clockwork spy records all sounds within 25 feet onto a small gemstone worth 1 gp embedded in its body. The clockwork spy can record up to 1 hour of sound on a single gemstone.
- Once it begins recording, it can't cease recording early, nor can it record onto a gemstone that already contains a recording. Some clockwork spies contain multiple gemstones to allow for a series of recordings. Since clockwork spies are not intelligent, they must be given simple commands regarding when to start recording sounds. A clockwork spy can differentiate between different kinds of creatures but not between specific individuals.
- The spy can start or stop playback of recorded sound by spending a single action.
- Removing a gemstone from or installing a gemstone into a clockwork spy requires a successful 14 Thievery check to Disable a Device; on a failure, the gemstone is undamaged, but any recorded sounds are erased and the gemstone still can't be used to make another recording.
- Wind-Up 24 hours, 14, standby.
- Name
- Record Audio
- Mid
- Activity
- Number
- 1
- Unit
- reaction
- Trigger
- The clockwork spy is reduced to 0 Hit Points
- Entries
- A clockwork spy must use this reaction unless specifically programmed otherwise by its creator; ; The spy thrashes around and emits a tinny scream followed by a steady ticking sound. At the beginning of what would have been its next turn, the clockwork spy explodes, dealing 1d10 piercing damage in a 5-foot radius (16 basic Reflex save). Its gemstone is destroyed, along with any information contained inside it. An adjacent creature can cancel the self-destruct sequence by succeeding at a 16 Thievery check to Disable a Device.
- Name
- Self-Destruct
Background
Lore
No lore provided.