Source Starfinder #50: Clockwork Demons pg. 59Mewclock CR 3XP 800 N Tiny construct (magical, technological)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +8
DefenseHP 32 EAC 13; KAC 14 Fort +0; Ref +4; Will +0 Defensive Abilities construct immunities Weaknesses vulnerable to sonicOffenseSpeed 30 ft., climb 20 ft. Melee claws +6 (1d4+4 S) Space 2-1/2 ft.; Reach 0 ft. Offensive Abilities pack distraction Spell-Like Abilities (CL 3rd) 1/day—charm person (DC 16), wisp ally At will—hazard (electricity only, DC 15), token spellStatisticsSTR +1; DEX +4; CON —; INT -4; WIS +0; CHA +2 Skills Athletics +8 (+16 to climb), Bluff +8, Stealth +13 Other Abilities unlivingEcologyEnvironment any urban Organization solitary or college (4–7)Special AbilitiesPack Distraction (Ex) When a mewclock starts its turn adjacent to a creature that’s adjacent to at least one other mewclock, as a full action, it can enter that creature’s square, make a single melee attack, and then return to its original position. This movement doesn’t provoke attacks of opportunity.DescriptionA mewclock is a clockwork automaton imbued with a magical spark of sentience that gives it an animal-like level of intelligence. Designed to look like tiny, adorable felines, mewclocks are often mistaken for simple toys. However, like any stray animal, a mewclock found in the wild (usually in abandoned urban buildings in areas where clockwork engineering is prevalent) is slow to trust a creature it doesn’t know. Attempting to snatch up and take a mewclock home often results in receiving a jolt of electricity or some slashed skin. However, once a feral mewclock is domesticated, it can become an affectionate companion. In certain civilizations where clockwork is the prevalent form of technology, mewclocks are constructed and sold as pets.
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