Transform. A creature attuned to the clockwork spider can speak its command word to cause it to transform into a small gramophone or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Record (true Form Only). The clockwork spider can perfectly record up to one hour of sound that it can hear.
Playback (gramophone Form Only). The clockwork spider can replay any sound it has recorded.
Translate (gramophone Form Only). The clockwork spider can speak the translation of written or spoken standard language that it can see or hear. Otherwise, the spider cannot speak.
Self Destruct. To retain important information, the clockwork spider can explode, destroying itself. Creatures within 5 feet of the spider must make a DC 10 saving throw, taking 1 fire damage on a failed save.
Enter the description for how bonus actions work for your monster here.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Clockwork spiders are delicate arachnoid constructs built for espionage, designed to gather delicate information from people and places important enough to be warded against conventional stealth and scrying. Spiders can record and perfectly recreate whatever sounds they hear for a short time, making them ideal for capturing the secrets of powerful enemies.
Originally a drow device inspired by the craft of their slaves, spiders were used to great effect in the dark political games of their underground cities before spreading to the black markets of the surface. Spiders are impossible to replicate by any but the most brilliant artificers, making them a near-priceless boon to any guild spy or scheming noble.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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