Half-Sphinx
Sphinxes are magical creatures, and the peculiarities of their species sometimes leads them into unusual unions. Hieraco- and criosphinxes are particularly likely to look outside their own species for mates, but magical experimentation or intellectual attraction can affect even andro- and gynosphinxes. Half-sphinxes are the result of such a union, a winged leonine creature with traits and abilities far different that that of most sphinxes.
A half-sphinx always has a leonine body with large, feathered wings, and the head of the non-sphinx creature.
Creating A Half-Sphinx
Half-sphinx is an inherited template that can be applied to any corporeal animal, dragon, giant, humanoid, magical beast, or monstrous humanoid (referred to hereafter as the base creature). The template creates a generic half-sphinx. Microplates for specific base sphinx species are given at the end.
A half-sphinx uses all of the base creature’s abilities and statistics except as noted here.
Size and Type: Type becomes magical beast. Size does not change.
Hit Dice: As base creature.
Speed: Half-sphinxes move at 30 ft. (6 squares) and a fly speed of 60 feet (poor) or the base creature’s speed, if better.
Armor Class: Half-sphinxes have a natural armor bonus of +6, plus one-half the base creature’s natural armor bonus.
Attack: Half-sphinxes gain 2 claw attacks, or retains the base creature’s claw attacks, whichever is better. The base damage for a half-sphinx’s claw attack varies with its size as follows: Fine, 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.
If the base creature has a bite, gore, tail, or wing attack, the half-sphinx retains it.
Space/Reach: As base creature.
Special Attacks: A half-sphinx has the special attacks of the base creature as well as those listed below. They lose any special attacks for which the new form does not have the capability.
—Pounce (Ex): If a half-sphinx charges a foe, it can make a full attack, including two rake attacks.
—Rake (Ex): A half-sphinx that pounces onto a creature can make two rake attacks with its hind legs. The rake attacks are at the half-sphinx’s full attack bonus, and inflict damage as a claw attack plus ½ Strength bonus.
Special Qualities: A half-sphinx has the special qualities of the base creature as well as those listed below. They lose any special qualities for which the new form does not have the capability.
—Darkvision (Ex): Half-sphinxes can see in non-magical darkness up to a range of 60 ft. If the base creature has better darkvision, that is retained instead.
—Low-light Vision (Ex): Half-sphinxes can see twice as far as humans in poor lighting conditions. If the base creature has better low-light vision, it is retained.
—Mixed Blood (Ex): For all special abilities and effects, a half-sphinx is considered a sphinx and the base creature.
Abilities: Modify the base creature as follows: Strength +2, Constitution +2, Wisdom +4, Charisma +2
Feats: Half-sphinxes often favor Alertness and Flyby Attack.
Skills: Half-sphinxes speak Common.
Environment: Half-sphinxes prefer warm climates.
Organization: Solitary or as base creature.
Challenge Rating: As base creature +2.
Alignment: Usually neutral.
Advancement: As base creature.
Level Adjustment: +3 (cohort) if the half-sphinx has an Intelligence score above 3.
Half-Androsphinx Variant
A half-androsphinx can be either male or female.
Speed: Half-androsphinxes move at 50 ft. (10 squares) and have a fly speed of 80 feet (poor) or the base creature’s speed, if better.
Armor Class: Half-androsphinxes have a natural armor bonus of +10, plus one-half the base creature’s natural armor bonus.
Special Attacks: As the base creature and a half-sphinx, as well as those listed below:
—Roar (Su): Once per day per 4 Hit Dice (rounded down) a half-androsphinx can loose a mighty roar. The first time it does this, all creatures within 500 feet must succeed on a Will save (DC 10 + ½ HD + Charisma modifier) or be affected as though by a fear spell for 2d6 rounds.
If the half-androsphinx roars a second time during the same encounter, all creatures within 250 feet must succeed on a Fortitude save (DC 10 + ½ HD + Charisma modifier) or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save). If it roars a third time during the same encounter, all those within 250 feet must succeed on a Fortitude save (DC 10 + ½ HD + Charisma modifier) or take 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a Fortitude (DC 10 + ½ HD + Charisma modifier) save or be thrown to the ground and take 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a Reflex save (DC 10 + ½ HD + Charisma modifier). Androsphinxes and half-androsphinxes are immune to these effects. The save DCs are Charisma-based.
Abilities: Modify the base creature as follows (these modifiers replace those given above): Strength +4, Dexterity –2, Constitution +2, Intelligence +2, Wisdom +4, Charisma +4.
Challenge Rating: As the base creature +3.
Level Adjustment: As base creature +3 (cohort) if the half-androsphinx has an Intelligence score above 3.
Half-Criosphinx Variant
A half-criosphinx has sharp ram’s horns on its head, and is always male.
Armor Class: Half-criosphinxes have a natural armor bonus of +8, plus one-half the base creature’s natural armor bonus.
Attack: As a half-sphinx, plus a gore attack (base damage is as the claw attack of a half-sphinx one size larger), or if the base creature has a better gore attack, as the base creature.
Abilities: Modify the base creature as follows (these modifiers replace those given above): Strength +2, Constitution +2.
Challenge Rating: As the base creature +2.
Half-Gynosphinx Variant
A half-gynosphinx is always female.
Speed: Half-gynosphinxes move at 40 ft. (8 squares) and gain a fly speed of 60 feet (poor) or the base creature’s speed, if better.
Armor Class: Half-gynosphinxes have a natural armor bonus of +8, plus one-half the base creature’s natural armor bonus.
Special Qualities: A half-gynosphinx has the special qualities of the base creature and a half-sphinx as well as those listed below. They lose any special qualities for which the new form does not have the capability.
—Spell-like Abilities: 3/day—clairaudience/clairvoyance, detect magic, read magic, see invisibility; 1/day—comprehend languages, locate object, dispel magic, remove curse (DC 10 + ½ HD + Charisma modifier), legend lore. Caster level is equal to Hit Dice + Wisdom modifier. The save DC is Charisma-based.
Abilities: Modify the base creature as follows (these modifiers replace those given above): Intelligence +6, Wisdom +4, Charisma +6.
Challenge Rating: As the base creature +3.
Level Adjustment: As the base creature +3 (cohort) if the half-gynosphinx has an Intelligence score above 3.
Half-Hieracosphinx Variant
Half-hieracosphinxes have a beak and feathers, and are always male.
Speed: Half-hiercosphinxes move at 30 ft. (6 squares) and gain a fly speed of 90 feet (poor) or the base creature’s speed, if better.
Attack: As a half-sphinx, plus a bite attack (base damage is as the claw attack of a half-sphinx one size larger) or if the base creature has a better bite attack, as the base creature.
Abilities: Modify the base creature as follows (these modifiers replace those given above): Dexterity +2, Intelligence –2, Wisdom +2.
Skills: +4 racial bonus to Spot checks.
Challenge Rating: As the base creature +2.
Alignment: Usually chaotic evil.
Comments (0)
You don't have permission to comment on this page.