Monster Dossier

Clockwork Spy

Clockwork Spy is a fantasy monster entry from source B3.

Level -1

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.