Large super-sentient fey beast (9d6)
Riddle-loving fey guardians of gates and tombs.
STR 18 (5d6) AGI 10 (4d6) END 12 (4d6)
INT 20 (5d6) LOG 20 (5d6) WIL 8 (3d6) CHA 20 (5d6) LUC 10 (4d6) REP 22 (6d6)
MELEE DEFENSE 14; RANGED DEFENSE 10; MENTAL DEFENSE 32
SOAK 10; VULN -; IMMUNE special
PERCEPTION 5d6; truesight
SPEED 10; FLY+ 10; CLIMB 5; JUMP 20'/18'
CARRY 450lb (max lift 1,350lb)
NATURAL DAMAGE 3d6+5
Bite 7d6 (3d6+5 piercing damage)
Skills riddles 15 (5d6), bluffing 7 (3d6), insight 10 (4d6), spellcraft 10 (4d6), history 12 (4d6), meditation 12 (4d6), hardy 6 (3d6), tracking 20 (5d6), aburation* 6 (3d6), divination* 6 (3d6)
Aura of bad luck. LUC pools cannot be accessed within 100' of a sphinx.
Riddler. Sphinxes are tasked by the gods. A sphinx cannot be harmed by a non-legendary quality weapon, and is completely immune to magical attacks, unless the attacker first answers the sphinx's riddle. The sphinx is compelled to ask this riddle. Those who fail to answer are attacked and killed by the sphinx (tracked, if they attempt to flee); those who answer the riddle are able to attack the creature normally. The GM may choose to set a specific riddle; or opposed LOG checks (9d6 for the sphinx, including its riddles skill) can be made instead, depending on the GM's preferred style of play.
Dive (1). When making a melee attack, the sphinx can swoop down at a foe and make the melee attack before swooping up again. This works like a Charge (cost 2d6, +1d6 damage), but carries the sphinx onwards afterwards. This attack knocks the target prone.
Pounce (1). With a single leap, the sphinx leaps upon its victim, bearing it to the ground and inflicting its regular natural damage. The target must be within the sphinx's horizontal jump distance (20'). This costs 2d6.
Roar (2). The sphinx can unleash a roar so loud that its victims are stricken with fear. The roar uses two actions. A roar uses END (4d6) as its attack, and attacks any creature within 10'. Victims successfully attacked are made Apprehensive .