Kryx RPGThemesCreatures
Gynosphinx

Gynosphinx

Large monstrosity
Challenge
11

STR
4
DEX
2
CON
3
INT
4
WIS
4
CHA
4

136
16d10+48
20
Soak
2
Fort
+5
Ref
+7
Will
+6
Defense note natural armor
Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities psychic
Condition immunities charmed, frightened

Speed 8 m., fly 10 m.
Skills Arcana +8 (19), Divinity +8 (19), Insight +4 (15), Lore (civilization) +4 (15), Occult +8 (19), Perception +8 (19)
Senses truesight 20 m.
Languages Common, Sphinx

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. Insight checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.

Magic Weapons. The sphinx’s weapon attacks are magical.

Maneuvers. The gynosphinx uses maneuvers (maneuver save DC 16). It has 16 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: dive attack, fearsome beast, pounce, spring attack, tear flesh

2 stamina dice: tear tendon

Spellcasting. The gynosphinx uses Occult (Wis) to cast spells (spell save DC 16, +8 to hit with spell attacks). It has 5 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will, 14th-level spellcaster): cloud senses, true strike

1 mana: comprehend languages, extort truth, gaze of two minds, invisibility, judge, knowledge of the ages, locate, seeking strike

2 mana: banishment, clairvoyance, commune with nature, darkvision, dispel magic, find the path, ghostly gaze, legend lore, past impressions, remove curse, seeing eye, seeing, suggestion

Actions (2)

Claw. Melee Weapon Attack: +8 to hit, reach 1 m. Hit: 13 (2d8 + 4) slashing damage.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The gynosphinx regains spent legendary actions at the start of its turn.

Cast a Spell. The sphinx casts a spell, using mana as normal.

Claw Attack. The sphinx makes one claw attack.

Teleport. The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 20 meters to an unoccupied space it can see.

Lair Actions

On initiative count 20 (losing initiative ties), the gynosphinx takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • 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 16 Fortitude saving throw or become 1d20 years older or younger (the sphinx’s choice), but never any younger than 1 year old. A restoration spell augmented to greater restoration 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 an action on its turn, taking up to seven creatures with it.

Desertmm

Maneuvers

As an action while flying, you can use the Dash action. If you move at least 4 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, you don’t provoke opportunity attacks when you fly out of the creature’s reach.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As an action, you can make a melee weapon attack against a creature after you move at least 4 meters straight toward it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to tear the creature’s tendon. Add one stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.