KING
Sphinx (Androsphinx)

Sphinx (Androsphinx)

Celestial · no Crown (Sacred)

T4d10Major

Lion-bodied riddlers of deserts, androsphinxes guard tombs, their roars shaking sands with riddles of fate.

Tier 4  ·  Role Major  ·  Pool Vigor 6 / Vitality 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC1415 base - 1 Sense
Vigor6Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d8rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit16+Cunning 18
Disruptd6on any Vitality loss
StatScoreModDie
Body18+4d8
Mind18+4d8
Sense8-1-d3
Heart14+2d4
Cunning18+4d8
Fate20+5d10

Passives

Passive

Spellcasting (riddle-sung divinity)

The androsphinx speaks in oracular verse; its riddles and roars are prayers to the desert stars, working divine magic without gesture out to 120 ft. Immune to thought-reading and has advantage on saves against spells.

Passive

Legendary Resistance (2/day)

When it fails a save, it can choose to succeed instead.

Maneuvers

Maneuver

Riddle Master

Poses a riddle. Each enemy who hears it and cannot answer must pass a Mind save (DC 17) or stand pondering, dazed for 1 round.

Maneuver

Banishment

Pronounces a verse of unbelonging. One creature within 30 ft makes a Fate save (DC 17) or is cast into a harmless demiplane until the start of the sphinx's next turn, losing its actions.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Sundering Roar

Telegraph · disrupt d6 · Heart save

The sphinx roars and the sands shake. Every enemy within 120 ft must pass a Heart save (DC 17) or take 4 damage, be knocked prone, and be frightened for 1 round; on a success, 1 Vigor damage.

Tactics

GM tactics

Poses riddles before combat begins. Those who answer correctly may pass; those who fail meet Riddle Master and then the Sundering Roar. Banishes the one enemy it cannot simply outlast. Fights with ancient patience.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 16+ (Cunning 18).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.