Sphinxes Species in Other Realms | World Anvil

Sphinxes

In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in half.   Divine Guardians Sphinxes test the worth of those who seek the treasures of the gods, whether forgotten secrets or mighty spells, artifacts or magical gateways. Creatures that choose to face a sphinx's test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys. Some sphinxes are high priests of the gods that create them, but most are simply embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind, knowing no other life except its sacred mission.   Magical Tests The secrets and treasures a sphinx guards remain under divine protection, so that when a creature fails a sphinx's test, the path to the object or knowledge it guards vanishes. Even if a sphinx is attacked and defeated, a quester will still fail to gain the secret it sought- and will make an enemy of the god that placed the sphinx as a guardian. Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those who fail a sphinx's test typically meet a gruesome end beneath its claws.   Extraplanar Beings Mortals that encounter sphinxes do so most often in ancient tombs and ruins, but some sphinxes can access extra planar realms. A conversation with a sphinx that begins between tumbled stone walls might suddenly shift to an alien locale, such as a life-sized game board or a daunting cliff that must be climbed in a howling storm. Sometimes a sphinx must be summoned from such an extradimensional space, with supplicants calling it from its empty lair. Only those the sphinx deems worthy gain admittance to its realm.   Fallen Sphinxes Whether through the weariness of the ages, regret at the slaughter of innocents, or dreams of worship by supplicants that attempt to bargain theirway to knowledge, some sphinxes break free of their divine command. However, even if a sphinx's alignment and loyalties drift in this way, it never leaves the place it guards or grants its secrets to any except creatures it deems worthy.   A Sphinx's Lair A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals.   Lair Actions On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest:
  • The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.
  • The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the sphinx's choice), but never any younger than 1 year old. A greater restoration spell can restore a creature's age to normal.
  • The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time.
  • The sphinx shifts itself and up to seven other creatures it can see within in its lair to another realm of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.
 

Androsphinx

An androsphinx bears the head of a humanoid male on its lion's body. Outwardly gruff and downcast, it often begins conversations with insults or negative observations. Beneath this gruff exterior, however, an androsphinx has a noble heart. It has no wish to lie or deceive, but it doesn't give away information readily, choosing its words as wisely as it guards its secrets. An androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests but also with its terrible roar, which echoes for miles as it terrifies and deafens nearby creatures. Those who pass its tests may be rewarded with a heroes' feast.


Armor Class17 (natural armor)
Hit Points 19d10+95
Speed40ft.Fly 60 ft.
Strength22 (+6)
Dexterity10 (+0)
Constitution20 (+5)
Intelligence16 (+3)
Wisdom18 (+4)
Charisma23 (+6)
Saving ThrowsDexterity d20+6 Constitution d20+11 Intelligence d20+9
Wisdom d20+10
SkillsArcana d20+9 Perception d20+10 Religion d20+15
Damage ImmunitiesPsychicBludgeoningPiercing
Slashing from nonmagical weapons
Condition ImmunitiesCharmedFrightened
SensesTruesight 120ft.Passive Perception 20
LanguagesCommonSphinx
Challenge17 (18 ,000 XP)
Special 1InscrutableThe sphinx is immune to any effect that would senseits emotions or read its thoughts,
as well as any divination spell that it refuses.Wisdom (Insight) checks made to ascertainthe sphinx's intentions or sincerity have disadvantage
Special 2Magic WeaponsThe sphinx's weapon attacks are magical
Special 3SpellcastingThe sphinx is a 12th·level spellcaster.Its spellcasting ability is Wisdom
(spell save DC 18, d20+10 to hit with spell attacks).It requires no material components to cast its spells.The sphinx has the following cleric spells prepared:
Spells 1Cantrips (at will)Sacred flameSpare the dying
Thaumaturgy
Spells 21st level (4 slots)CommandDetect evil and good
Detect magic
Spells 32nd level (3 slots)Lesser restorationZone of truth
Spells 43rd level (3 slots)Dispel magicTongues
Spells 54th level (3 slots)BanishmentFreedom of movement
Spells 65th level (2 slots)Flame strikeGreater restoration
Spells 76th level (1 slot)Heroes feast
Action 1MultiattackThe sphinx makes two claw attacks
Action 2ClawMelee Weapon Attack d20+12 to hit
Reach 5 ft., one targetHit 2d10+6 slashing damage
Action 3Roar (3/Day)The sphinx emits a magical roar.Each time it roars before finishing a long rest,
the roar is louder and the effect is different,as detailed below. Each creature within500 feet of the sphinx and able tohear the roar must make a saving throw
Roar 1First RoarEach creature that fails a DC 18 Wisdom saving throwis frightened for 1 minute.
A frightened creature can repeat the saving throwat the end of each of its turns,ending the effect on itself on a success
Roar 2Second RoarEach creature that fails a DC 18 Wisdom saving throwis deafened and frightened for 1 minute.
A frightened creature is paralyzedand can repeat the saving throw atthe end of each of its turns,ending the effect on itself on a success
Roar 3Third RoarEach creature makes a DC 18 Constitution saving throw.On a failed save, a creature takes 8d10 thunder damage
and is knocked prone. On a successful save,the creature takes half as much damageand isn't knocked prone
Legendary ActionsThe sphinx can take 3 legendary actions,choosing from the options below.Only one legendary action option can be used
at a time and only at the end of another creature's turn.The sphinx regains spent legendaryactions at the start of its turn
Legendary Action 1Claw AttackThe sphinx makes one claw attack
Legendary Action 2Teleport (Costs 2 Actions)The sphinx magically teleports,along with any equipment it is wearing
or carrying, up to 120 feet to an unoccupied space it can see
Legendary Action 3Cast a Spell (Costs 3 Actions)The sphinx casts a spell from its list of prepared spells,using a spell slot as normal

Gynosphinx

A gynosphinx bears the head of a humanoid female. Many have the regal countenances of worldly queens, but some are marked with wild, leonine features. A gynosphinx's eyes see beyond the present time and place, and penetrate veils of invisibility and magic. Supplicants who look deep into those eyes might find themselves magically displaced, banished to some farflung plane where a difficult trial awaits them. Gynosphinxes are virtual libraries of knowledge and lore. They ask riddles and present puzzles to test the wit of supplicants that come to learn their secrets. Some are willing to bargain with such supplicants for treasure or service.


Armor Class17 (natural armor)
Hit Points 16d10+48
Speed40ft.Fly 60ft.
Strength18 (+4)
Dexterity15 (+2)
Constitution16 (+3)
Intelligence18 (+4)
Wisdom18 (+4)
Charisma18 (+4)
SkillsArcana d20+14 History d20+14 Perception d20+9
Religion d20+9
Damage ResistancesBludgeoningPiercingSlashing from nonmagical weapons
Damage ImmunitiesPsychic
Condition ImmunitiesCharmedFrightened
SensesTruesight 120ft.Passive Perception 19
LanguagesCommonSphinx
Challenge11 (7,200 XP)
Special 1InscrutableThe sphinx is immune to any effect that would senseits emotions or read its thoughts,
as well as any divination spell that it refuses.Wisdom (Insight) checks made to ascertain thesphinx's intentions or sincerity have disadvantage
Special 2Magic WeaponsThe sphinx's weapon attacks are magical
Special 3SpellcastingThe sphinx is a 9th-level spellcaster.Its spellcasting ability is Intelligence
(spell save DC 17, d20+9 to hit with spell attacks).It requires no material components to cast its spells.The sphinx has the following wizard spells prepared:
Spells 1Cantrips (at will)Mage handMinor illusion
Prestidigitation
Spells 21st level (4 slots)Detect magicIdentify
Shield
Spells 32nd level (3 slots)DarknessLocate object
Suggestion
Spells 43rd level (3 slots)Dispel magicRemove curse
Tongues
Spells 54th level (3 slots)BanishmentGreater invisibility
Spells 65th level (1 slot)Legend lore
Action 1MultiattackThe sphinx makes two claw attacks
Action 2ClawMelee Weapon Attack d20+9 to hit
Reach 5 ft., one targetHit 2d8+4 slashing damage
Legendary ActionThe sphinx can take 3 legendary actions,choosing from the options below.Only one legendary action option can be used at a time
and only at the end of another creature's turn.The sphinx regains spent legendaryactions at the start of its turn
Legendary Action 1Claw AttackThe sphinx makes one claw attack
Legendary Action 2Teleport (Costs 2 Actions)The sphinx magically teleports,along with any equipment it is wearing
or carrying, up to 12 feet to an unoccupied space it can see.
Legendary Action 3Cast a Spell (Costs 3 Actions)The sphinx casts a spell from its list of prepared spells,using a spell slot as normal

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