Clockwork Sphinx
Level 8Attacks
Abilities
24 hours, , 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 h
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 area of shrapnel, dealing 6d10 piercing damage (DC 26 reflex). An adjacent creature can cancel the self-destruct sequence by succeeding at a check to Disable a Device at any point before the sphinx explodes, but on a critical failure, it explodes immediately.
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.
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 skill, using magic only for the final acts of animating and powering the device. Skilled local creators and inventors rarely follow someone else's design, so most clockworks found in Alkenstar are custom creations with abilities designed for a specific purpose or individual's needs.