Clockroach (CR 1)
Alignment: Always neutral evil
Initiative: +3(Dex); Senses: darkvision 60 ft., low-light vision, tremorsense 60 ft., Listen +0, and Spot +0
AC: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Hit Dice: d10+1 (1 hp); DR: 15
Fort +0, Ref +3, Will +0
Speed: 30 ft., Burrow 15 ft., and Climb 30 ft.
Space: 5 ft.; Reach 5 ft.
Base Attack +0; Grapple -4
Attack: Melee: 2 pincers +1 each (1d4)
Special Attacks/Actions: breath weapon
Abilities: Str 11, Dex 17, Con -, Int -, Wis 11, Cha 10
Special Abilities: construct immunities
Special Qualities: construct traits
Skills: Climb +8, Hide +7, Listen +0, and Spot +0
Advancement: 2-3 HD (Small)
Climate/Terrain: Any, usually underground or extraplanar
Treasure: None, itself
Monster Manual IV
Clockroaches are automatons designed to clean up messes in dungeons, workshops, and the like. A clockroach is controlled by a command amulet, through which the owner can give it simple instructions.
Breath Weapon (Su): 30-foot line, once every 5 rounds, damage 3d4 acid, Reflex DC 14 half. The save DC includes a +4 racial bonus.
Skills: A clockroach has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Construct Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Cannot heal damage (though regeneration and fast healing still apply, if present). Not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. Not at risk of death from massive damage, but destroyed when reduced to 0 hit points or less; cannot be raised or resurrected. Darkvision 60 ft.