Clockwork Sphinx

Clockwork Sphinx

Creature 8

Perception +19; darkvision

Skills Acrobatics +16, Athletics +18

Str +6, Dex +4, Con +4, Int –5, Wis +3, Cha –5

Wind-Up 24 hours, DC 24, standby

AC 26; Fort +18, Ref +16, Will +13

HP 130; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious; Weaknesses electricity 10, orichalcum 10; Resistances physical 10 (except adamantine or orichalcum)

Self-Destruct (arcane, aura, evocation) When a clockwork sphinx is reduced to 0 Hit Points, it collapses and emits a steady ticking sound. At the beginning of what would’ve been its next turn, the sphinx explodes into a 20-foot emanation of shrapnel, dealing 6d10 piercing damage (DC 26 basic Reflex save). An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 26 Thievery check to Disable a Device at any point before the sphinx explodes, but on a critical failure, it explodes immediately.

Speed 25 feet, fly 25 feet

Melee claw +20, Damage 2d12+9 slashing

Pounce Frequency once per round; Effect The sphinx Strides and makes a Strike at the end of that movement. If the sphinx began this action hidden, it remains hidden until after the attack.