Gez
First Post
Sphinxes are IMC more important creatures than in standard D&D. They are all charismatic, wise and cunning (the mental ability scores of the crio- and hieraco-sphinxes have been boosted, compared to the MM versions, and they all have the loresight spells (from the Books of Eldritch Might) at will, as well as the capacity to take alternate forms, and that of casting spells like a wizard of a level equal to half their natural HD).
Like dragons, they are powerful creatures of magic. But while a dragon is a creature of raw sorcerous powers, sphinxes are powerful wizards.
So, anyway, since there are half-celestials, half-dragons, and half-fiends, I thought about making a half-sphinx template, too, to round up the collection.
Here's my draft:
Like dragons, they are powerful creatures of magic. But while a dragon is a creature of raw sorcerous powers, sphinxes are powerful wizards.
So, anyway, since there are half-celestials, half-dragons, and half-fiends, I thought about making a half-sphinx template, too, to round up the collection.
Here's my draft:
Sphinxes' magical nature allows them to crossbreed with virtually any creature. This usually occurs while the sphinx has changed shape. Male sphinxes usually leave the crossbreed young at the charge of the other parent, but keep an eye on it from afar.
Half-sphinxes are always brighter than their fellows, and their appearance betrays their nature -- soft fawn fur and wings. Half-sphinxes of andro- or gynosphinx descent have cat-like eyes, those of hieracosphinx descent have feathers on their head (instead of hair), and those of criosphinx descent have small curved horns like those of a ram.
"Half-sphinx" is an inherited template that can be added to any living, corporeal creature with an anatomy (referred to hereafter as the "base creature"), of a size no smaller than Tiny. The creature's type becomes "magical beast." It uses all the base creature's statistics and special abilities, except as noted here.
Speed: Half-sphinxes have great feathery wings that let them fly at one-and-a-half their base speed, with an average maneuverability.
AC: Natural armor increases by +2.
Attacks: Half-sphinxes have retractile claws that they can use as natural attack. They gain two claws attack. Use the damage values in the table below or the base creature's damage, whichever is greater.
Tiny: 1d2
Small: 1d3
Medium: 1d4
Large: 1d6
Huge: 1d8
Gargantuan: 2d6
Colossal: 2d8
In addition, a half-sphinx of criosphinx descent can perform a butt attacks with his horns. The damage is one the same as for claw attacks of half-sphinxes one size category larger (for example, a medium half-criosphinx' butt attack has a base damage of 1d6).
Special Qualities: A half-sphinx has all the special qualities of the base creature, plus low-light vision and darkvision with a range of 60 feet.
Abilities: Increases from the base creature as follows: Int +2, Wis +2, Cha +2.
SKills: A half-sphinx gets a +2 racial bonus on Spellcraft and Knowledge (Arcana) checks.
In addition, a half-sphinx of androsphinx descent can loose an impressive roar three times per day. The roar has no effects by itself, but the half-sphinx gains a +2 circumstance bonus on Intimidate checks against creatures who heard the roar in the same encounter.
A half-sphinx of gynosphinx descent gains a +2 racial bonus on all Knowledge checks, rather than on only Knowledge (Arcana) checks.
A half-sphinx of hieracosphinx descent gains a +2 racial bonus to Spot checks.
Challenge Rating: +1
Alignment: Usually as the sphinx parent.
Level Adjustment: +2
Half-sphinxes are always brighter than their fellows, and their appearance betrays their nature -- soft fawn fur and wings. Half-sphinxes of andro- or gynosphinx descent have cat-like eyes, those of hieracosphinx descent have feathers on their head (instead of hair), and those of criosphinx descent have small curved horns like those of a ram.
"Half-sphinx" is an inherited template that can be added to any living, corporeal creature with an anatomy (referred to hereafter as the "base creature"), of a size no smaller than Tiny. The creature's type becomes "magical beast." It uses all the base creature's statistics and special abilities, except as noted here.
Speed: Half-sphinxes have great feathery wings that let them fly at one-and-a-half their base speed, with an average maneuverability.
AC: Natural armor increases by +2.
Attacks: Half-sphinxes have retractile claws that they can use as natural attack. They gain two claws attack. Use the damage values in the table below or the base creature's damage, whichever is greater.
Tiny: 1d2
Small: 1d3
Medium: 1d4
Large: 1d6
Huge: 1d8
Gargantuan: 2d6
Colossal: 2d8
Special Qualities: A half-sphinx has all the special qualities of the base creature, plus low-light vision and darkvision with a range of 60 feet.
Abilities: Increases from the base creature as follows: Int +2, Wis +2, Cha +2.
SKills: A half-sphinx gets a +2 racial bonus on Spellcraft and Knowledge (Arcana) checks.
In addition, a half-sphinx of androsphinx descent can loose an impressive roar three times per day. The roar has no effects by itself, but the half-sphinx gains a +2 circumstance bonus on Intimidate checks against creatures who heard the roar in the same encounter.
A half-sphinx of gynosphinx descent gains a +2 racial bonus on all Knowledge checks, rather than on only Knowledge (Arcana) checks.
A half-sphinx of hieracosphinx descent gains a +2 racial bonus to Spot checks.
Challenge Rating: +1
Alignment: Usually as the sphinx parent.
Level Adjustment: +2
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