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Clockwork Sphinx

Creature 8 (rare) — clockwork, construct, mindless

Pre-Remaster content. May include legacy alignment.

CrasherFlankerLANDAERIALconstruct

This imposing construct resembles a bronze lion with the wings of a great bird and the head of a humanoid. In the Grand Duchy of Alkenstar, the creation of constructs is complicated by the intermittent interference of the nearby Mana Wastes. Golems and animated objects depend on lengthy magical rituals that the magic-warping effects of the Wastes often disrupt, but clockwork constructs use far less magic in their creation. A clockwork device replaces magical intricacy with superb manufacturing

Source: outlaws-of-alkenstar-bestiary (Pre-Remaster)

Perception +19; darkvision
Skills acrobatics +16, athletics +18
Str
+6
Dex
+4
Con
+4
Int
-5
Wis
+3
Cha
-5
AC 26 Fort +18 Ref +16 Will +13
HP 130
Immunities mental
Resistances physical (except adamantine, orichalcum) 10
Weaknesses electricity 10, orichalcum 10
Speed 25 feet, fly 25 feet

Offense

Melee Claw (unarmed) +20, Damage 2d12+9 slashing

Abilities

Wind-Up — 24 hours, DC 24 Thievery, 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.
Self-Destruct (arcane, aura) — 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 Reflex). 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.
PounceFrequency 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.

WORKS WELL WITH

AnvilLAND / AERIALAn anvil secures the frontline while the sphinx flies over to pounce priority backline targets.
SniperLAND / AERIALA sniper benefits from the sphinx threatening enemies who try to close on the ranged character.
WeaverLAND / AERIALA weaver herds enemies into pounce landing zones or the self-destruct explosion radius.

PUNISHES

✖ clumping✖ standing still✖ physical damage
A second Crasher dilutes aerial advantage and leaves the frontline under-defended.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #179: Cradle of Quartz.

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