Clockwork Spy
Creature −1- Perception
- +8; low light vision
- Skills
- Acrobatics +5
- Str −1, Dex +3, Con +0, Int −5, Wis +2, Cha +0
Record Audio ◆ 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 DC 14 Thievery check to Disable Device (DC 14); 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, Disable Device (DC 14), standby
- AC
- 15; Fort +2, Ref +7, Will +4
- HP
- 7; Weaknesses electricity 2, orichalcum 2
Self-Destruct ⟲ A clockwork spy must use this reaction unless specifically programmed otherwise by its creator
Trigger The clockwork spy is reduced to 0 Hit Points
Effect 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 emanation (DC 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 DC 16 Thievery check to Disable Device (DC 16).
- Speed
- 25 feet, fly 25 feet
Melee ◆ spherical body +7 (finesse), Damage 1d6-1 bludgeoning
Source: Pathfinder Monster Core 2