Dig-WidgetCreature 5
Source Pathfinder Bestiary 2
Perception +9 (darkvision, tremorsense (imprecise) 30 feet)
Languages none
Skills Acrobatics +12, Athletics +9, Stealth +14, Thievery +15
Str +2, Dex +5, Con +1, Int -5, Wis +0, Cha -5
AC 23; Fort +10; Reflex +14; Will +7;
HP 65
Speed 30 feet (burrow 15 feet)
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Drill +14 (+9, +4) to hit (fatal d10, finesse) 2d6+4 Piercing
Corkscrew +14 (+9, +4) to hit (finesse) 2d8+4 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
TremorsenseTremorsense 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 ToolsA 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 VulnerabilityA creature with expert proficiency in Thievery can attempt a check to Disable a Device to damage a dig-widget. The DC is 22, and each success deals 20 damage.
Fastening LeapThe 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 AttackA dig-widget's Strikes deal an additional 1d6 precision damage to flat-footed creatures.
When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.
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
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.
ConstructA construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, 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.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.