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Template Grafts | Universal Monster Rules


Source Starfinder #50: Clockwork Demons pg. 59

Mewclock CR 3

XP 800
N Tiny construct (magical, technological)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +8


HP 32
EAC 13; KAC 14
Fort +0; Ref +4; Will +0
Defensive Abilities construct immunities
Weaknesses vulnerable to sonic


Speed 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 spell


STR +1; DEX +4; CON —; INT -4; WIS +0; CHA +2
Skills Athletics +8 (+16 to climb), Bluff +8, Stealth +13
Other Abilities unliving


Environment any urban
Organization solitary or college (4–7)

Special Abilities

Pack 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.


A 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.