Sphinx

Archetype: Monster
Size: Giant (+2)
HP: 28, AC: 1, ACT: 6
BRT: 2, DEX: 2, WIT: 4

Claws (2): 1d6+1 damage. Energy Beam (2): Short range. 2d6 damage. Flight. Magic (2): LVL 7. Resistance to Mind Control. Resistance to Poison/Toxin. Serpent Form: A sphinx can take the form of a giant serpent. The bite of the serpent does 2d6 damage. The serpent has a squeeze attack that does 1d6 damage per round. While in serpent form, the sphinx has an AC of 3.

Sphinxes are highly intelligent magical creature native to Far Away Land. In days of old, the sphinxes were of great fame and often worshiped as oracles. Today, there are few sphinxes, and those that do exist are steeped in mystery. A sphinx can transform into a giant serpent. The head of the creature remains the same in snake form while the body becomes elongated (the legs remain as dangly little things).

Sphinxes live in ruins and old temples where they once ruled. They are arrogant creatures who believe that their intelligence and wisdom makes them superior to others. When they encounter a being they deem inferior they will often resort to insults during the conversation. Beings whom a sphinx deems worthy of intellectual combat will be asked to play a game of riddles. The sphinx will often offer a prize to those who engage in intellectual combat. This prize is almost always something of great value and is used to lure the victim into the sphinx’s game for the creature’s own amusement. A sphinx will only allow its prey to leave unharmed if it can be beaten in an intellectual challenge. When this occurs, the sphinx will grow incredibly angry and be forced to give its adversary the stated reward. The sphinx will then ask the adversary to leave and never return on threat of death. A sphinx sounds like an old hippy.