Clockwork Spy

Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.

The Clockwork Spy is a Level -1 creature, with Armor Class 15 and 7 hit points. A miniature mechanical avian designed for surveillance, the clockwork spy silently records conversations onto embedded gemstones.

Clockwork Spy, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

Record Audio (1 action). 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; 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, standby. For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m. A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time (or 2 hours on a critical success). This can be done even if the clockwork is in standby mode. A clockwork that lists standby in its wind-up entry has the following action. Enter Standby 3 The clockwork enters standby mode. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 circumstance penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate). Self-Destruct (reaction). 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.

Common Questions

How much HP does a Clockwork Spy have?

7 hit points.

What level is a Clockwork Spy?

Level -1.

What is a Clockwork Spy's Armor Class?

AC 15.

How fast can a Clockwork Spy move?

Speed 25 ft., fly 25 ft.

Use Clockwork Spy at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Clockwork Spy into a ZapGM campaign and customize it further.

License

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein.

Game mechanics on this page are based on Pathfinder Monster Core 2 © 2025 Paizo Inc. Full attribution is on zapgm.com/legal.

The game mechanics ZapGM publishes from these books remain ORC Licensed Material: you may reuse them under the ORC License.

The creature description and artwork are ZapGM Reserved Material.

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