Tiny Construct, Unaligned
Armor Class 13 (natural armor)
Hit Points 5 (2d4)
Speed 30 ft., Climb 15 ft.
STR
10 (+0)
DEX
13 (+1)
CON
10 (+0)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)
Skills Stealth +8
Damage Vulnerabilities Lightning
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft., Passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Immutable Form. The clockwork spy is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork spy has advantage on saving throws against spells and other magical effects.
Magic Weapons. The clockwork spy's weapon attacks are magical.
Audio Recording. A clockwork spy can record nearby sounds as a bonus action, storing all sound within 20 feet of it onto a small gem encased in its body. The clockwork spy can record up to 1 hour of sound. It can start and stop playback of recorded sound as a bonus action.
Removing a gemstone or installing a gemstone into a clockwork spy requires an action and a DC 25 Dexterity (Thieves' Tools) check. 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 beast 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 Destruction. 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. Each creature in a 5 foot radius around the clockwork spy must make a DC 10 Constitution saving throw, thaking 3 (1d6) fire damage on a failed save or half as much on a successful one. Using an action, a creature can make a DC 20 Dexterity (Thieves' Tools) check, halting the spy's self-destruct sequence on a success, but not preventing it from dying. A clockwork spy that self-destructs automatically destroys its gemstone, along with any information contained inside it.

Actions

Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Description

These spindly and discreet mechanical arachnids are ideal for surveillance and reconnaissance missions, and can be vital tools in political intrigues or illicit consortium tactics. Their retractable, insectile wings make the swift creatures even craftier foes than most would anticipate. As they are less combat-oriented than many other clockworks, if a clockwork spy is caught in the act of recording its target, escape is usually the most practical course of action for it.
A clockwork spy has a 1-foot diameter body, its legs are about 1 foot long, and it weights less than 40 pounds.

 

[This monster was originally created by Reddit user /u/Lynesth, from /r/UnearthedArcana, and has been submitted to D&D Beyond with their express permission.]

Previous Versions

Name Date Modified Views Adds Version Actions
8/5/2018 9:18:58 PM
962
29
1.0
Coming Soon

Habitat: Urban

Clockwerk66

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