Mythic Clockwork Spy

Mythic Clockwork Spy CR 1/MR 1

XP 400
N Tiny construct (clockwork, mythic)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +1

DEFENSE

AC 16, touch 15, flat-footed 13 (+1 Dex, +2 dodge, +1 natural, +2 size)
hp 15 (1d10+10)
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 plus 2d6 electricity)
Ranged electricity blast +6 touch (2d6 electricity)
Special Attacks electricity blast, mythic power (1/day, surge +1d6), record audio, self-destruct

STATISTICS

Str 10, Dex 13, Con —, Int 10, Wis 11, Cha 8
Base Atk +1; CMB +0; CMD 12
Feats Improved InitiativeB, Lightning ReflexesB, Weapon FocusMF (electricity blast)
Skills Climb +2, Fly –2, Perception +1, Stealth +11; Racial Modifiers +2 Climb, +2 Stealth
SQ awakened construct, swift reactions, winding
Languages Common

SPECIAL ABILITIES

Awakened Construct (Ex)

A mythic clockwork mage is a sentient being, awakened in the process of its creation, and can understand the language of its creator.

Electricity Blast (Su)

A mythic clockwork spy can fire an electricity blast as an attack action. These blasts are ranged touch attacks with a maximum range of 30 feet. Each electricity blast deals 2d6 points of damage. Additionally, the construct adds 2d6 points of electricity damage to each slam attack.

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.

ABOUT

Environment any
Organization solitary
Treasure incidental (gemstone worth 50 gp)

This tiny steel creature has one oversized eye, a spherical body, and several spider-like legs of grinding metal.

Section 15: Copyright Notice

Mechanical Monsters © 2023, Legendary Games; Authors: Jason Nelson, Tom Phillips, Mike D. Welham, Matt Goodall, Alex Riggs, Matt Daley.

scroll to top