Clockwork Sphinx

CREATURE 8

rare n large clockwork construct mindless 

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.

OoA2, page 81.

Open Clockwork Sphinx in the interactive creatures list or browse all creatures starting with C.