KING
Sphinx (Gynosphinx)

Sphinx (Gynosphinx)

Celestial · no Crown (Sacred)

T3d8Minor

Enigmatic lion-women, gynosphinxes divine truths, teleporting to challenge seekers of knowledge.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1313 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind16--
Sense16--
Heart8--
Cunning16--
Fate18--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Spellcasting (riddle-lore divination)

The gynosphinx reads the threads of fate and speaks its answers into being; its riddles and shifts are divination magic worked in verse out to 60 ft. Immune to thought-reading and has advantage on saves against spells.

Maneuvers

Maneuver

Slow

Snarls a riddle that thickens the flow of time around a foe. One creature within 30 ft makes a Mind save (DC 15) or is slowed for 1 round.

Maneuver

Temporal Riddle

One creature within 60 ft must pass a Mind save (DC 15) or be shunted a moment out of time, vanishing until the start of its next turn and losing its actions that round.

Reactions

Reaction

Phase Step

Once per round, when targeted by an attack, the sphinx vanishes and reappears 30 ft away, and the attack misses.

Tactics

GM tactics

Poses riddles and uses Temporal Riddle to remove the most dangerous combatant. Phase Steps constantly to avoid melee and Slows whatever closes anyway. Prefers to test rather than destroy.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.