Clockwork Horror, Copper (CR 2)
Alignment: Always lawful evil
Initiative: +1 (Dex); Senses: Listen +3 and Spot +4
Languages: Cannot speak
AC: 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16
Hit Dice: 2d10 (14 hp)
Fort +0, Ref +1, Will +1
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -3
Attack: Razor saw +1 melee
Damage: Razor saw 1d6
Abilities: Str 10, Dex 13, Con -, Int 4, Wis 12, Cha 4
Special Qualities: Construct traits, electricity immunity; linked mind, spell vulnerability; SR 12
Skills: Listen +3 and Spot +4
Climate/Terrain: Any land and underground
Organization: Pair or component (3-8)
Treasure/Possessions: 50% coins, 50% good (gems only)
Shocking Grasp (Sp) Once per day, a copper horror can generate a shocking grasp effect, allowing it to deal 2d6 points of electricity damage with a successful melee touch attack.
Linked Mind (Ex) All clockwork horrors within 10 miles of a gold, platinum, or adamantine horror are in constant communication. If one is aware of a particular danger, they all are. If one in a particular group is not flat-footed, none of them are. No clockwork horror in such a group is considered flanked, unless they all are.
Spell Vulnerability (Ex) A clockwork horror is susceptible to the shatter spell, which blinds it for 1d4+1 rounds.