Young Sphinx

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Sphinxes stand tall and proud over their domains. With the body of a gryphon and the head of a humanoid, any who behold a Sphinx know that they are witnessing a creature of true majesty. Sphinxes are known as neutral arbiters of disputes, lovers of riddles and brain teasers, and guardians over noteworthy landmarks. Sphinxes guard points of magical power, crypts of fallen heroes, and other similar locations. Generally, a Sphinx will only let a creature explore these sites if the creature proves itself worthy. This will usually take the form of a contest of riddles.

A Scholarly Species

Sphinxes love knowledge and hoard books as prized possessions. Many Sphinxes memorize whole collections of books, becoming invaluable repositories of knowledge. Others pursue magical practice. Sphinxes take naturally to arcane and psionic magic in particular, but are capable of learning any of the Five Sources.

Riddle Me This

Sphinxes are perhaps best known as master riddlers. Clever heroes might seek to engage a Sphinx in a contest of riddles. When this happens, you can use the following rules to determine the outcome of a riddle contest.

1. Set the Parameters

First, determine what happens if the Sphinx wins or if the other creature or creatures win the contest. The Sphinx is magically capable of enforcing such conditions as long as they only affect the involved creatures, the Sphinx, or a physical area that the Sphinx controls. The win and lose rewards will vary based on the temperament of the Sphinx. Examples include:

  • If the creature wins, it regains 10 SP, but if it loses, then it loses 10 SP.
  • If the creature wins, then it may ask the Sphinx any question about historical events, but if it loses, then it must give the Sphinx 100 sc worth of books.
  • If the creature wins, it may enter the crypt that the Sphinx guards, but if it loses, then the Sphinx gets to eat the creature.

2. Hold the Contest

A contest of riddles might consist of the Sphinx posing one or more riddles to the creature(s), or the Sphinx and creature(s) one or more posing riddles to one another. Depending on what your gaming table finds interesting, you can hold the contest of riddles in one of two ways. You can actually hold a riddle contest, posing riddles to one another until someone can’t figure out the answer. Alternatively, you can role-play the riddles and leave the outcome up to a roll of the dice. If you use this approach, the involved creatures each make an AWR, INT, or CHA check. They can argue for different skills to be applicable based on their circumstances. The DC is the Sphinx’s INT/ History roll, but it rolls 2d20 and uses whichever is higher. If one or more creatures facing the Sphinx succeed on the roll, then they win the contest.

Young Sphinx

Monster Level: 7
Medium. Monstrosity
STR DEX END AWR INT CHA
1 0 2 4 4 2
Ref: 10 Fort: 12 Ant: 14 Log: 14 Will: 12
Armor Rating 11 Resist Magic 1, Psychic 9
Hit Points 70 Senses Darkvision 30 ft
Speed 30 ft, Fly 30 ft Traits Immutable, Unerring Mind, Vigilant
Features
Scholar. The Young Sphinx has +6 in one skill of its choice with the Knowledge tag, and +2 in all other skills with the Knowledge tag.

Riddle Me This. The Young Sphinx may challenge one or more creatures to a contest of riddles (see the sidebar).

Actions

The Young Sphinx can MOVE and take TWO of the following actions, or take the same action twice.

Move. The Young Sphinx can move up to its speed.

Claws. Reach 5 ft, Natural Weapon. +1 vs AR. Hit: 4 (1d6+1) sharp. Admonish. Ranged (30 ft), Natural Weapon. +2 vs WILL. Hit: The creature is Staggered until the end of its next turn.

Engage. The Young Sphinx chooses a creature within 5ft of it to become Engaged.

Reactions
Engage (1/Round). When an Engaged creature tries to move out of the Young Sphinx’s reach, it can attack with Claws. If it hits, it deals damage and the creature’s speed becomes 0.