Large Construct, Lawful Good
Armor Class 18 (natural armor)
Hit Points 95 (10d10 + 4)
Speed 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
2 (-4)
WIS
12 (+1)
CHA
2 (-4)
Saving Throws INT +0, WIS +5, CHA +0
Skills Perception +6
Damage Vulnerabilities Acid, Lightning
Damage Resistances Necrotic, Psychic, Slashing
Damage Immunities Poison, Radiant
Senses Blindsight 40 ft. (blind beyond this radius), Passive Perception 16
Languages Common, Halfling
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Aversion to acid and lightning. If the clockwork sphinx takes acid or lightning damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

False Appearance. While the clockwork sphinx remains motionless, it is indistinguishable from a metal statue.

Immutable Form. The sphinx is immune to any spell or effect that would alter its form.

Limited Power. When the clockwork sphinx expends all of its spell slots it shuts down and becomes Incapacitated, unless any other creature falls unconscious within 40 ft. of the sphinx. In which case the sphinx gains an additional 1st level spell slot and is required to perform cure wounds on them.

Warcaster.
The clockwork sphinx has advantage on Constitution saving throws that it makes to maintain concentration on a spell when it takes damage.
The clockwork sphinx can perform the somatic components of spells even when it has weapons or a shield in one or both hands.

Spellcasting. The clockwork sphinx is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:

Cantrips (at will): spare the dying, thaumaturgy, Word of Radiance

1st level (4 slots): detect evil and good, detect magic, cure wounds

2nd level (2 slots): lesser restoration

3rd level (2 slots): dispel magic,

4th level (2 slots): freedom of movement

5th level (1 slots): greater restoration

Actions

Multiattack. The clockwork sphinx makes two attacks.

Pole Mace. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (2d4+2) bludgeoning damage.

Unarmed Strike. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) bludgeoning damage.

Reactions

Polearm Master. (1 per round) other creatures provoke an opportunity attack from the clockwork sphinx when they enter its reach.

Warcaster. When a hostile creature's movement provokes an opportunity attack from the clockwork sphinx, it can use its reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Healing Override. If any other creature falls unconscious within 40 ft. while the clockwork sphinx still functioning, the sphinx is required to perform cure wounds on them.

Monster Tags: NPCconstruct

Habitat: Urban

Dormor

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