Item: Clockwork Monkey

Level2
Rarity
Uncommon
CategorySnare
Price5 gp
UsageHeld in one hand
PublicationPathfinder Guns & Gears

These cute and unassuming toy monkeys are often dressed in loud clothing and carry a percussion instrument. It's activated once a creature moves adjacent to the square it sits in, at which point it leaps on the creature, scurrying about on its agile hind legs while it pounds on its instrument, riding the creature and raising a racket. The creature being assaulted by the monkey must find a way to escape its agitator either via flinging the monkey off with the [[/act escape show-dc=all dc=18]] action or by breaking the monkey. The monkey has AC 19, Hardness 2, HP 10 (BT 5) and object immunities.


Trait Effects

Auditory: Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.

Clockwork: Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function.

Consumable: An item with this trait can be used only once. Unless stated otherwise, it’s destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. A character can Craft consumable items in batches of four.

Mechanical: A hazard with this trait is a constructed physical object.

Snare: Traps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield.

Trap: A hazard constructed to hinder interlopers.


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