Tiny Construct, Unaligned
AC 12 Natural    Initiative +3 (13)
HP 21 (6d4 + 6)
Speed 20 ft., Fly 40 ft.
Mod Save
STR 4 −3 −3
DEX 17 +3 +3
CON 13 +1 +1
Mod Save
INT 13 +1 +1
WIS 12 +1 +1
CHA 13 +1 +1
Skills Perception +3, Stealth +5
Vulnerabilities Lightning
Resistances Piercing and Slashing from nonmagical attacks
Immunities Poison, Psychic; Poisoned
Senses Darkvision 120 feet; Passive Perception 11
Languages None Understands the language of its creator but cannot speak
CR 1 (XP 200; PB +2)
Traits

Cunning Action. On each of its turns, the clockwork spy can use a bonus action to take the dash, disengage, or hide action

Metallic Camouflage. The clockwork spy has advantage on Dexterity (stealth) checks when hiding against objects made of metal.

Interlocking. The clockwork spy is designed to interact with the clockwork assassin. Two clockwork spies can fit inside the chest of a clockwork assassin, and the assassin may replay the wax cylinders the spies record 

Overclock. An adjacent ally can use an action to wind the turnkey on the clockwork spys back past its normal limit, grinding its gears and granting it heightened abilities. The clockwork spy takes Xd4 damage up to 5d4 damage, to gain X rounds of the following benefits: the clockwork spy gains an additional 20 feet of fly speed and an additional action every round that can only be used to preform a slash attack.

Recording Device. The clockwork spy records a total of 6 hours of sound on wax cylinders inside their body. The clockwork spy cannot play these wax cylinders itself. If given a piece of parchment and a well of ink, the clockwork spy can reproduce simplified images of things it sees.

Actions

Slash. Melee Weapon attack: +5 to hit, reach 5 feet, one target. Hit: 6 (1d6 + 3) slashing damage.

Self-Destruct. The clockwork spys hit points immediately reduce to zero. All creatures within a 5 foot radius of the clockwork spy must make a DC 13 Dexterity saving throw. On a failure, creatures take 15 (6d4) points of slashing damage from the shrapnel, or half as much damage on a success

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

tylerg21502

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