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Security Eye

This small robot hides in plain sight while keeping any eye out for intruders.Security Eye

Security Eye (CR 4)

XP 1,200
N Small Construct (Machina)
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +18


AC 20, touch 14, flat-footed 17(+3 Dex, +6 natural, +1 size)
hp 42 (5d10+10), force field (25 hp, fast healing 5)
Fort +1, Ref +6, Will +5
Defensive Abilities all-around vision; Hardness 5; Immune construct traits
Weakness critical hits, lightning


Speed 20 ft., fly 60 ft. (perfect)
Melee 2 claws +8 (1d3+2), integrated laser torch +8 (1d10 fire)
Ranged integrated laser rifle +9 touch (2d6 fire)
Space 5 ft.; Reach 5 ft. (10 ft. with integrated laser torch)
Special Attacks Flash


Str 15, Dex 17, Con -, Int 10, Wis 18, Cha 1
Base Atk +5; CMB +6; CMD 19 (27 vs trip)
Feats Alertness, Improved Initiative, Lightning Reflexes, Precise Shot
Skills Fly +14, Perception +18, Sense Motive +8, Stealth +11, Survival +8; Racial Modifiers +4 Perception
Languages Common
SQ camouflage


Camouflage (Ex)

A security eye shell contains color-shifting screens that allow the creature to blend into any background. Though not truly invisible, they are hard to pinpoint. While using this ability, a searcher gains a +8 racial bonus on Stealth checks and has concealment from creatures more than 5 feet away.

Flash (Su)

A security eye emits a bright flash around itself blinding all those within a 15-ft.-radius who did not succeed on a Will save (DC 16) for 1d6 rounds. A security eye will only use this as an escaping measure. Blue mages may learn this ability as a 2nd level spell (Knowledge: Engineering or Technology DC 19).

Force Field (Ex)

A security eye is sheathed in a thin layer of shimmering energy that grants it 25 bonus hit points. All damage dealt to a security eye with an active force field is reduced from these hit points first. As long as the force field is active, the security eye is immune to critical hits. A security eye’s force field has fast healing 5, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Integrated Laser Rifle (Ex)

A security eye has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d6 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat.

Integrated Laser Torch (Ex)

A security eye is outfitted with an integrated laser torch used to bypass barriers or restraints. When activated, the torch emits a beam of highly focused light, cutting and burning through surfaces up to 6 inches away. Attacks from a laser torch resolve as touch attacks and deal 1d10 points of fire damage. This damage is not modified further by Strength. A searcher integrated laser torch is mounted on an extending arm that allows it greater reach. When the laser torch is used as a tool or as a weapon to sunder, its damage bypasses hardness up to 20 points, and damage is not halved (as is normally the case for energy damage applied to objects) unless the object is particularly fire-resistant. A laser torch’s cutting beam passes through force fields and force effects without damaging the field. Invisible objects and creatures can’t be harmed by a laser torch. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat.