Clockwork Scout
A rat watches you motionlessly from its dead black eyes. Small spasms seem to vibrate beneath portions of its skin from time to time.
Clockwork Scout (CR 1/2)
Tiny ConstructAlignment: Neutral
Initiative: +3
Senses: Darkvision 60 feet, Low-Light Vision; Perception +3
Speed: 40 feet
Space: 2-1/2 feet
Defense
Armor Class: 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)Hit Points: 5 (1d10)
Saving Throws: Fort +0, Ref +3, Will +1
Immunity: construct traits
Offense
Melee: slam +1 (1d6-2)Reach: 0 feet
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
6 (-2) | 17 (+3) | - | - | 12 (+1) | 10 (+0) |
CMB +2
CMD 10
Feats:
Skills: Perception +3
- Racial Modifiers: +2 Perception
Special Qualities: animal appearance
Special Abilities
Animal Appearance (Ex)
Clockwork scouts are constructed to resemble small animals such as badgers, dogs, or cats. Often, their inner wood and metal workings are covered by an animal's pelt, while their frame is specially constructed to help reinforce the illusion that they are an animal. A character must succeed on a DC 15 Knowledge (nature), Perception or Survival check to notice that the scout is not an actual animal.Ecology
Environment: AnyOrganization: solitary or squad (2-8)
Treasure: none
Scouts are constructed to resemble animals commonly found in the area that the brain gear operates within. This camouflage helps them move about unnoticed and gives them the opportunity to strike from ambush.
Clockwork scouts are designed to serve as the mobile eyes and ears of a clockwork colony. While still restricted by the 2-mile radius they must remain within to keep contact with a brain gear, scouts serve an important role as reconnaissance, patrol, and pursuit troops.
Clockwork scouts prefer to attack from ambush. Often, they climb trees and leap down upon opponents. If they come across an enemy camp, the brain gear may direct them to sneak into the camp and steal equipment or carry off water, food, and other necessities.
Usually, the brain gear prefers to hold scouts back from combat. Only if the scouts have a chance to strike from a devastating ambush does the brain gear order them into battle.
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