Clockwork Mender (CR 1/2)

Tiny Construct (Extraplanar and Lawful)
Alignment: Always lawful neutral
Initiative: +4(Dex); Senses: darkvision 60 ft., low-light vision, Listen +1, and Spot +1
Languages: Abyssal, Celestial, Infernal (cant speak)


AC: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14
Hit Dice: 1d10 (5 hp)
Fort +0, Ref +4, Will +1
Speed: 10 ft. and Fly 30 ft. (perfect)
Space: 2-1/2 ft.; Reach 2-1/2 ft.
Base Attack +0; Grapple -12
Attack: Melee: sting +6 (1d2-4 plus poison)
Special Attacks/Actions: repairing touch
Attack Options: aligned strike (lawful), poison (DC 12, 1d4 Dex/1d4 Dex)
Abilities: Str 3, Dex 19, Con -, Int 4, Wis 12, Cha 10
Special Abilities: Immune: construct immunities
Special Qualities: construct traits, repairing touch
Feats: Skill Focus (Craft), Spring Attack, Weapon Finesse,
Skills: Craft (any one) +4, Hide +12, Listen +1, and Spot +1
Advancement:
Climate/Terrain: Usually the Clockwork Nirvana of Mechanus
Organization: Solitary (familiar), swarm
Treasure/Possessions: None

Source: Monster Manual IV

Poison (Ex): The save DC includes a +2 racial bonus.

Repairing Touch (Su): Once per day as a standard action, a clockwork mender can touch an object or construct to repair 1d8 points of damage.

Clockwork menders live on the Clockwork Nirvana of Mechanus, where they serve a vital role in that plane's ecology. Wizards and sorcerers of the Material Plane who craft constructs find them to be useful familiars and guardians for their creations.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).