b'Clockwork Spy \n'b'  Family:   Clockwork  \n'b'  Tiny   construct ,  unaligned  \n'b'  Armor Class  13 (natural armor)  Hit Points  14 (4d4 + 4)  Speed  40 ft., climb 20 ft.\n'b' STATS STR: 2 (-4) DEX:  14 (+2)  CON:  14 (+2)  INT:  1 (-5)  WIS:  10 (+0)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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\xe2\x80\x99t speak  Challenge  1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Constructed Nature . The clockwork spy doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  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\xe2\x80\x99 or tinkerer\xe2\x80\x99s tools. Failure doesn\xe2\x80\x99t 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\xe2\x80\x99 tools halts the self destruct process. \n'b'  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\xe2\x80\x99 tools or tinkerer\xe2\x80\x99s tools can successfully wind (or unwind, if the creature is  incapacitated ) the clockwork spy. \n'b'\n'b' ACTIONS \n'b'\n'b'  Slam .  Melee Weapon Attack : +4 to hit, reach 0 ft., 1 target.  Hit : 1 bludgeoning damage. \n'b'\n'b' ABOUT \n'b' 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. \n'b'  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. \n'b'  Clockwork . As a constructed being, a clockwork spy doesn\xe2\x80\x99t eat, breathe, drink, or sleep. If it is not wound regularly, it becomes inert until it is wound again.'