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From Pathfinder Lost Omens The Grand Bazaar, which isn't enabled.

Clockwork Bumblebee

VEHICLE 9
Price 2,100 gp
Space 20 feet long, 10 feet wide, 8 feet high
Crew 1 pilot, 2 crew
Passengers 1
Piloting Check Crafting (DC 28) or Driving Lore (DC 26)

AC 23; Fort +18
Hardness 5, HP 120 (BT 60); Immunities object immunities; Weaknesses electricity 10

Speed fly 30 feet (clockwork)
Collision 4d10 (DC 26)
Wind Up

(10-minute wind, 10-minute operation, DC 26, standby)

For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.

A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).

A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.

Description This whimsical vehicle carries a small number of passengers and crew. It's capable of short bursts of flight, but the weight of the clockwork mechanisms prevents sustained use. The pilot, crew, and passenger all ride on the back, straddling the hull on built-in saddles.
Pathfinder Lost Omens The Grand BazaarOGL