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Clockwork Spy

Clockwork Spy CR 1/2

This tiny steel creature has one oversized eye, a spherical body, and several spider-like legs of grinding metal.

XP 200
N Tiny construct (technological)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9


EAC 10; KAC 11
Fort –2, Ref +0, Will +1
Immunities construct immunities
Weaknesses vulnerable to electricity


Speed 30 ft., fly 30 ft. (Ex, clumsy)
Melee slam +4 (1d4+1 B)
Offensive Abilities record audio, self-destruct


Str +1, Dex +3, Con —, Int —, Wis +2, Cha –5
Skills Acrobatics +4, Athletics +4, Computers +9, Engineering +9, Stealth +9
Other Abilities mindless, unliving


Record Audio (Ex)

A clockwork spy can record nearby sounds as a swift action, archiving all sound within a 20-foot spread onto a small device worth 50 gp embedded in its body. The clockwork spy can record up to 1 hour of sound per Hit Die it possesses. Starting and stopping playback of recorded sound is a swift action. Removing a recording device or installing it into a clockwork spy requires a DC 21 Engineering check as a full-round action—failure does not damage the device but does erase any recorded sounds on it. 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 aberration 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 device that already contains a recording.

Self-Destruct (Ex)

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, dealing 1d6 points of fire damage in a 5-foot radius (Reflex DC 11 for half damage). A DC 16 Engineering check made as a standard action can halt the spy’s self-destruct sequence but does not prevent it from dying. A clockwork spy that self-destructs automatically destroys its recording device, along with any information contained inside it.


Environment any
Organization solitary

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.

Section 15: Copyright Notice

Alien Bestiary (Starfinder) © 2018, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.