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View Full Version : Sphinx, part 1



MrStabby
2022-11-06, 09:07 PM
So as articulated herehttps://forums.giantitp.com/showthread.php?650790-Top-of-the-food-chain, I am trying to evolve/build out the Sphinx for a campaign world. Alongside the thematic work I also have some mechanical work to do. I am looking to make the sphinx take on some strong domain elements/god specific elements for the setting.

I will be always fielding any sphinx in its lair - so the lair actions are important, and honestly they are the most powerful, vague and possibly imbalanced part of the creature.

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 plane 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.


The lair actions are a real mix of the obscenely powerful and the very weak. Working in reverse, the last one, for example is a no save effect hitting multiple different creatures that can split a party and isolate weak characters on a hostile plane. Even something like the plane of water could pose some problems for those that can't breath underwater and need to be able to breath to cast spells. Even just shifting one enemy at a time to a demiplane to fight them one on one is hard work. This is assuming it can't just scatter the whole party over the cosmos - it can return to its point of origin with up to seven creatures and it doesn't say its required to return the ones it moved. This is a prime ability for work and needs toning down.

Moving 10 years forwards or backwards is a potential way to screw up a campaign - the continuity implications are challenging. As a potential automatic "you lose" feature if the party has anything like a doom clock it is very unfair. Otherwise what does it do? It is mechanically very vague.

And changing the age of a creature? Well I both love this ability and hate it. I love that it potentially turns ribbon abilities to be immune to aging into useful immunities, but the rules are kind of light touch on the impact of approaching one's life expectancy or becoming a 12 year old child or a 4 year old child or whatever. There needs to besome more concrete rules.

And rerolling initiative? I am not saying that this is useless, but it doesn't really hold a candle to the other abilities.

My draft replacements:

The sphinx may attempt to move all other creatures within 60ft to another plane of existance. Each of these creatures must make a Charisma save (DC15) or be moved to a harmless demiplane. If any creature fails the save the Sphinx is moved also. Creatures may not chose to fail this save. At the end of the Sphinx's next turn all creatures return to the place where they came from.
Such an iconic, powerful ability should remain but be heavily nerfed. Flexability on return is removed, a save is added and the Sphinx can't just target the weak points of a party

The flow of time within the lair is altered such that effects of limited duration end. Any spell or ability that has a duration of an hour or less remaining ends immediately and any spell or ability that has a longer duration remaining has its duration reduced by one hour.
A much more concrete ability but with less scope for randomly screwing over the world. A kind of mass dispel magic is certainly not weak, but it will catch the sphinx's own spells and won't deal with some things like Hex and Mage armour. I see this being very nast against parties that like to pre-buff and may provide an occasional get out of jail free card vs some debuffs. The basic sphinx lacks any kind of legendary resistance so this ability assumes a somewhat greater importance

The effects of time are altered such that every creature in the lair within 120ft of the sphinx must succeed on a DC 15 Constitution saving throw or suffer the ravages of time. If the consitution save is failed, that creature takes a level of exhaustion.
Its hard to judge how powerful this ability is. It kind of seems reasonable for a few reasons. Firstly, dumping con is pretty suicidal so no one is likely to have too low a con save. Secondly, exhaustion really only has a big effect as it stacks up - needing to alternate lair actons will slow its build up significantly.

The flow of time within the lair is altered and the sphinx seems to be able to shift in time in a limited manner. The Sphinx may chose to add 5 to their initiative count, taking a turn if their resulting initiative is higher than 20, or move their initiative count to one lower than the lowest initiative in the combat.
I expect this will basically give some occasional extra turns where the sphinx can go at the start of combat but also at the end. There may also be some niche uses in positioning the sphinx just right in the combat.










Sphinx
Large Monstrosity, Lawful Neutral
Armor Class 17 (Natural Armour)
Hit Points 136 (16d10+48)
Speed 40ft, Fly 60ft


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


18 (+4)
15 (+2)
16 (+3)
18 (+4)
18 (+4)
18 (+4)


Saving Throws Charisma +10
Skills Arcana +14, History +14, Perception +9, Religion +9
Damage Resistances Bludgeoning, Piercing, and Slashing from non-magical weapons
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Truesight 120', Passive Perception 19
Languages Common, Sphinx
Challenge 11 (7200XP)

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. .

Magic Weapons. The sphinx's weapon attacks are magical.
Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It requires no material cormponents to cast
its spells. The sphinx has the following spells prepared:
Cantrips (at will): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): darkness, locate object, suggestion
3rd level (3 slots): dispel magic, remove curse, tongues
4th level (3 slots): banishment, greater invisibility
5th level (1 slot): legend lore

ACTIONS
Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.

LEGENDARY ACTIONS
The 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 legendary actions at the start of its turn.
Claw Attack. The sphinx makes one claw attack.
Teleport (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.
Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

Edit: Blue to highlight changes


The following is intended as an adaption for a sphinx serving a particular god, in this case an evil god of sunlight and destruction (in a desert culture the blazing sun can be dangerous). There are some significant tweaks.

Lowered AC - part of shifting the balance between martial and spellcasting monster a bit. Also tweaked the stat-line to do the same (with a knock on reduction to physical damage dealt and to hit bonsuses). A bit of a buff to Int/Wis saves.

Resistances reflect the domain - fire resistance and radiant immunity.

The spell list has been adjusted - this shifts more of the damage to blasting spells. he spellcasting legendary action has also been tweaked so that it scales with the spell level - this makes for more efficent casting of low level spells but stops higher level spells being cast with legendary actions. This should lessen the risk of an opening nova-turn with multiple powerful blasts shredding the party.


Sphinx of the Searing Wastes
Large Monstrosity, Lawful Evil
Armor Class 16 (Natural Armour)
Hit Points 136 (16d10+48)
Speed 40ft, Fly 60ft


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


16 (+3)
15 (+2)
16 (+3)
20 (+5)
18 (+4)
18 (+4)


Saving Throws Intelligence +8, Wisdom +8
Skills Arcana +14, History +14, Perception +9, Religion +9
Damage Resistances Fire
Damage Immunities Radiant
Condition Immunities Charmed, Frightened
Senses Truesight 120', Passive Perception 19
Languages Common, Sphinx
Challenge 11 (7200XP)

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

Magic Weapons. The sphinx's weapon attacks are magical.
Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It requires no material cormponents to cast
its spells. The sphinx has the following spells prepared:
Cantrips (at will): mage hand, Fire Bolt, Sacred Flame
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): Scorching Ray, locate object, Heat Metal
3rd level (3 slots): Daylight, Fireball, tongues
4th level (3 slots): banishment, Wall of Fire
5th level (1 slot): Flame Strike

ACTIONS
Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) slashing damage.

LEGENDARY ACTIONS
The 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 legendary actions at the start of its turn.
Claw Attack. The sphinx makes one claw attack.
Teleport (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.
Cast a Spell The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. This takes a number of actions equal to the spell's level (cantrips take 1 action)




The world will also have higher powered sphinxes for each god. Now whilst each of these will scale up differently (and I will do a set for each god) this is intended to show how it might look for this example.

Sphinx of the Blazing Sun
Large Monstrosity, Lawful Evil
Armor Class 18 (Natural Armour)
Hit Points 190 (20d10+80)
Speed 40ft, Fly 60ft


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


18 (+4)
15 (+2)
18 (+4)
22 (+5)
20 (+5)
18 (+4)


Saving Throws Intelligence +10, Wisdom +9, Charisma +8
Skills Arcana +16, History +16, Perception +11, Religion +16
Damage Resistances Slashing, Piercing, Bludgeoning from non magical weapons
Damage Immunities Radiant, Fire
Condition Immunities Charmed, Frightened
Senses Truesight 120', Passive Perception 21
Languages Common, Sphinx
Challenge 17 (?)

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

Scion of the Sun Lord. Whenever the Sphinx casts a spell that would deal radiant damage add one point of fire damage for each die or radiant damage and vice versa.

Palace of Light. Any creature moved to a demiplane by the Sphinx's lair action will take d12 points of radiant damage at the start of its turn so land as it remains in the plane. It may make a constitution save to tak half damage instead.

Magic Weapons. The sphinx's weapon attacks are magical.
Spellcasting. The sphinx is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It requires no material cormponents to cast
its spells. The sphinx has the following spells prepared:
Cantrips (at will): mage hand, Fire Bolt, Sacred Flame
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): Scorching Ray, locate object, Heat Metal
3rd level (3 slots): Daylight, Fireball, tongues
4th level (3 slots): banishment, Wall of Fire
5th level (2 slot): Flame Strike
6th level (1 slot): Sunbeam
7th level (1 slot): Firestorm

ACTIONS
Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage plus 5 (2d4) fire damage.

LEGENDARY ACTIONS
The 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 legendary actions at the start of its turn.
Claw Attack. The sphinx makes one claw attack.
Teleport (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.
Cast a Spell The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. This takes a number of actions equal to the spell's level (cantrips take 1 action)


Basically its just a bit better all round - a couple of higher level spell slots, a bit tougher, slightly better saves, damage boosts to spellcasting (including cantrip boosts), more powerful attacks, small bonus to lair actions, fire resistance becomes immunity. I think the CR will need some more checking as the offensive burst damage is higher than when I first estimated it. Also, the slightly insane Lair Actions will shift the real CR/difficulty quite a bit.

There will be another tier higher (about CR23, so same league as a kraken) which will add back the androsphinx roar (or substitute), make it bigger, and stack up enough other bonuses to make this a truely terrifying fight - possibly including buffed lair actions as well. My plan is to articulate a couple of these to then try and deepen the distinctions between them. Still, a task for another day.






Edit: First pass of the top level Sphinx

Sphinx of the Blazing Sun
Huge Monstrosity, Lawful Evil
Armor Class 19 (Natural Armour)
Hit Points 204 (24d10+96)
Speed 40ft, Fly 60ft


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


20 (+4)
15 (+2)
18 (+4)
24 (+5)
20 (+5)
18 (+4)


Saving Throws Intelligence +12, Wisdom +10, Charisma +8
Skills Arcana +20, History +16, Perception +18, Religion +20
Damage Resistances Slashing, Piercing, Bludgeoning from non magical weapons
Damage Immunities Radiant, Fire
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 240 ft, Passive Perception 23
Languages Common, Sphinx
Challenge 17 (?)

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

Scion of the Sun Lord. Whenever the Sphinx casts a spell that would deal radiant damage add one point of fire damage for each die or radiant damage and vice versa.

Palace of Light. Any creature moved to a demiplane by the Sphinx's lair action will take 2d12 points of radiant damage at the start of its turn so land as it remains in the plane. It may make a constitution save to tak half damage instead.

Magic Weapons. The sphinx's weapon attacks are magical.
Spellcasting. The sphinx is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It requires no material cormponents to cast
its spells. The sphinx has the following spells prepared:
Cantrips (at will): mage hand, Fire Bolt, Sacred Flame
1st level (4 slots): detect magic, identify, shield, Command, Shield of Faith
2nd level (3 slots): Scorching Ray, locate object, Heat Metal, Augury
3rd level (3 slots): Daylight, Fireball, tongues,
4th level (3 slots): banishment, Wall of Fire, Sickening Radiance
5th level (2 slot): Flame Strike, Dawn, Hallow, Commune
6th level (1 slot): Sunbeam
7th level (1 slot): Firestorm
8th level (1 slot): Sunburst
9th level (1 slot): Power Word Heal

ACTIONS
Multiattack. The sphinx makes three claw attacks.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) slashing damage plus 11 (2d8) fire damage.

Roar (3 perDay). 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 other creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 19 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Second Roar. Each creature that fails a DC 19 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Third Roar. Each creature makes a DC 19 Constitution saving throw. On a failed save, a creature takes 66 (12d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn 't knocked prone.

LEGENDARY ACTIONS
The 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 legendary actions at the start of its turn.
Claw Attack. The sphinx makes one claw attack.
Teleport . The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Cast a Spell The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. This takes a number of actions equal to half the spell's level rounded up (cantrips take 1 action).