Clockwork Spy

Family: Clockwork

Tiny construct, unaligned

Armor Class 13 (natural armor)
Hit Points 14 (4d4 + 4)
Speed 40 ft., climb 20 ft.

2 (-4) 14 (+2) 14 (+2) 1 (-5) 10 (+0) 1 (-5)

Saving Throws Dex +4
Skills Perception +2, Stealth +5
Damage Vulnerabilities lightning
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft.; passive Perception 12
Languages understand the language of its creator, but can’t speak
Challenge 1/8 (25 XP)


  • Constructed Nature. The clockwork spy doesn’t require air, food, drink, or sleep.
  • Record Audio. As a bonus action, the clockwork spy can record nearby sounds, archiving all sounds within 20 feet of it onto a small gemstone worth 50 gp embedded in its body. The clockwork spy can record up to 1 hour of sound per memory gem, and it can hold up to 4 gems. It can also start or stop playback of recorded sounds as a bonus action. The memory gems can be removed with a successful DC 20 Dexterity check with thieves’ or tinkerer’s tools. Failure doesn’t damage the gemstone, but it does erase all recorded audio stored on that gem. The spy needs specific instructions on when to start and stop recording. It can differentiate between creature types, but not individuals. Self Destruct. Unless commanded not to by its creator or a designated creature, when the clockwork spy is reduced to 0 hit points it shrieks and thrashes about. The next round on its initiative it explodes, destroying any loaded memory crystals and dealing 1d6 (3) fire damage to every creature within 5 feet. A successful DC 12 Dexterity save halves the damage. Before it explodes, a successful DC 15 Dexterity check with thieves’ tools halts the self destruct process.
  • Winding. A clockwork spy must be wound with a unique key to remain active. It must be wound once every 24 hours. A creature can use an action to wind a clockwork spy, restoring to it 1 hour of operating time. In the absence of the correct key, a DC 20 Dexterity check with thieves’ tools or tinkerer’s tools can successfully wind (or unwind, if the creature is incapacitated) the clockwork spy.


  • Slam. Melee Weapon Attack: +4 to hit, reach 0 ft., 1 target. Hit: 1 bludgeoning damage.


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. Clockwork spies are about 2 feet wide from leg to leg and weigh less than 40 pounds.

Assassin Drone. While most clockwork spies are programmed for simple reconnaissance, some are weaponized with built-in armaments to deliver poisons or other lethal payloads to their targets.

Clockwork. As a constructed being, a clockwork spy doesn’t eat, breathe, drink, or sleep. If it is not wound regularly, it becomes inert until it is wound again.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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