Unlike the dracon, this hexapod is primarily a scouting-based cogwork object, designed to share its senses with you. It basically functions like a short-term semi-familiar. The best part is because attunement is optional, it can still be kept around as a cute mechanical pet.
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Coglings are a common sight aboard the Cogwork Citadel, built as tiny helpers for the inhabitants' works. Their appearances often reflect creatures on the Material Plane out of whimsy. The hexapod's physical characteristics depend on their design intent, be it stealth, scouting, or infiltration.
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Cogling Hexapod
Wondrous item, uncommon (optional attunement)
In its deactivated state, this cogling is folded into a compact hexagonal disc. While holding the cogling, you can use an action to activate it, opening into a mechanical insectoid creature.
The cogling uses the statistics of a spider, except it is a construct that can understand Common but can't speak. When it bites a creature, the saving throw DC is 13 and the target takes lightning damage instead of poison on a failed save. Additionally, the cogling is integrated with a set of thieves' tools with which it can use to disarm simple traps or pick simple locks.
The cogling obeys your commands and is friendly to you and your allies. The cogling remains active for up to 1 hour, after which it deactivates. You can activate the cogling once, and can't do so again until it recharges at the next dawn. If it is reduced to 0 hit points, the cogling also cannot be activated again until it is repaired using tinker's tools and materials worth 5 gp.
Optional Attunement. If you attune to this cogling, you can also share in its senses while it is within 100 feet of you. As an action, you can see through the attuned cogling's eyes and hear what it hears until the start of your next turn, gaining the benefits of its darkvision. During this time, you are deaf and blind with regard to your own senses.