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Dig-Widget (PFS 4-07)Creature 4


SmallConstructMindless
Source Pathfinder Society Scenario #4-07: A Most Wondrous Exchange!
Perception +8 (darkvision, tremorsense (imprecise) 30 feet)
Languages none
Skills Acrobatics +12, Athletics +9, Stealth +10, Thievery +12
Str +3, Dex +4, Con +1, Int -5, Wis +0, Cha -5

AC 22; Fort +9; Reflex +13; Will +6;
HP 65
Speed 30 feet (burrow 15 feet)

Drill One Action +12 (+7, +2) to hit (fatal d10, finesse) 2d6+3 Piercing + 1d4 Bleed
Corkscrew One Action +12 (+7, +2) to hit (finesse) 2d8+3 Piercing

Tremorsense 30 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Infiltration Tools

A dig-widget's face consists of a set of Infiltrator Thieves' Tools. They can be salvaged from a destroyed dig-widget with a successful DC 20 crafting check. On a failed check, the tools are destroyed.

Mechanical Vulnerability

Flaw in the construction of dig-widgets leave them vulnerable to disassembly. An adjacent creature with expert proficiency in Thievery can spend two actions to attempt a DC 20 Thievery check to [/act disable-device dc=20] to damage a dig-widget. If the check succeeds, the dig-widget takes 20 untyped damage.

Fastening Leap One Action

The dig-widget Leaps up 20 feet onto a creature or object and attempts a corkscrew Strike against it. If the Strike damages the target, the dig-widget attaches to the target (typically to the back of a creature). This is similar to Grabbing the creature, but the dig-widget moves with that creature rather than holding it in place. While attached, the dig-widget can't use its corkscrew. The dig-widget can be Shoved off, or it can detach itself with an Interact action.

Sneak Attack

A dig-widget's Strikes deal an additional 1d6 precision damage to Off-Guard creatures.


Thieves covet dig-widgets, specialized constructs built for infiltration. Each dig-widget contains numerous simple tools, including a set of mechanical devices that function as thieves' tools, two arms with drills, and two arms with corkscrews for attaching to and climbing surfaces. Once activated, these devices propel themselves forward. Though they have the full faculties typical of a construct, they usually follow a simple routine: avoid notice, pick any lock barring the path, dig past obstacles, and attack if caught. They're rarely left unattended, as a thief needs to be nearby to follow after-both to steal goods and to stop the dig-widget from engaging in further larceny once it's achieved its goal.

The source of a dig-widget's power is as much mechanical as it is magical. The gears and springs that provide a dig-widget mobility are an improvement over more primitive true clockwork creations (whose functions require constant winding to remain mobile), but at the cost of security, for a dig-widget's moving parts can be dismantled quickly by thieves and others with the proper training.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Construct

A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.