Clockwork Spy
System: Pathfinder | SRD
Clockwork Spy
CR 1/2
XP 200
N
Construct (clockwork)
Tiny
Init +5
;
Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 15, touch 15, flat-footed 12 (+1 Dex, +2 dodge, +2 size)
hp 5 (1d10)
Fort +0
Ref +3
Will +0
Immune construct traits
Weaknesses vulnerable to electricity
Offense
Speed 30 ft., fly 30 ft. (clumsy)
Melee slam +3 (1d2)
Special Attacks record audio, self-destruct
CMB +0
CMD 12 (20 trip)
Statistics
Str 10,
Dex 13,
Con -,
Int -,
Wis 11,
Cha 1
Base Atk +1
Feats Improved InitiativeB, Lightning ReflexesB
Skills Climb +3, Fly -3, Stealth +11
SQ swift reactions, winding
Special Abilities
Record Audio (Su) A clockwork spy can record nearby sounds as a swift action, archiving all sound within a 20-foot spread onto a small gemstone worth 50 gp embedded in its body. The clockwork spy can record up to 1 hour of sound per Hit Die it possesses. Starting and stopping playback of recorded sound is a swift action. Removing a gemstone or installing a gemstone into a clockwork spy requires a DC 25 Disable Device check as a full-round action—failure does not damage the gemstone but does erase any recorded sounds on the gemstone. Since clockwork spies are not intelligent, they must be given simple commands as to when they are to start recording sounds. A clockwork spy can differentiate between creature types and subtypes, but not between specific individuals—a spy can be ordered to start recording sound as soon as a humanoid (human) or an aberration comes in range, but it cannot be ordered to start recording when a specific person comes within range. Once a clockwork spy begins recording sound, it cannot cease recording early. Likewise, it cannot record sound onto a gemstone that already contains a recording.
Self-Destruct (Su) Unless specifically programmed otherwise by its creator, a clockwork spy explodes 1 round after it is destroyed. During this round, the thing shrieks and thrashes about as if undergoing convulsions. On what would normally have been the clockwork spy's next action, it explodes, dealing 1d6 points of fire damage in a 5-foot radius (Reflex DC 10 for half damage). A DC 20 Disable Device check made as a standard action can halt the spy's self-destruct sequence, but does not prevent it from dying. A clockwork spy that self-destructs automatically destroys its gemstone, along with any information contained inside it. The save DC is Constitution-based.