Wandering Wasteland: Gregaria Sphinx

Gregaria SphinxGREGARIA SPHINX         CR 8
XP 4,800
N Large magical beast
Init +8; Senses darkvision 60 ft., low-light vision; Perception +21

DEFENSE
AC 21, touch 13, flat-footed 17 (+4 Dex, +8 natural, –1 size)
hp 102 (12d10+36)
Fort +11, Ref +9, Will +10

OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee 2 claws +15 (2d6+4, Crit 19–20/x2), sting +10 (1d6+2 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce, rake (2 claws +15, 2d6+6)
Spell-Like Abilities (CL 12th; concentration +16)
    Constant—comprehend languages, detect magic, read magic, see invisibility
    4/day—dispel magic, legend lore, locate object, remove curse
    2/week—symbol of fear (DC 20), symbol of pain (DC 19), or symbol of persuasion (DC 20)

STATISTICS
Str 19, Dex 18, Con 16, Int 26, Wis 19, Cha 11
Base Atk +12; CMB +17; CMD 31 (35 vs. trip)
Feats Alertness, Combat Casting, Hover, Improved Critical (claw), Improved Initiative, Iron Will
Skills Bluff +14, Diplomacy +14, Fly +10, Intimidate +14, Knowledge (all) +12, Perception +21, Sense Motive +19, Spellcraft+16
Languages Common, Sphinx

ECOLOGY
Environment any desert (Scorched Lands)
Organization solitary, pair, or trio
Treasure none

SPECIAL ABILITIES
Gregaria Sphinx Poison (Ex) Sting—injury; save Fort DC 19; frequency 1/minute for 2 minutes; effect muted for 3 rounds; cure 1 save. The save DC is Constitution-based.
Gregaria Swarm (Ex) When a creature is affected by a gregaria sphinx’s poison there is a 50% chance that small maggots are implanted into its body, taking control of the host’s physical movements as the dominate person spell (CL 12th). Unlike the dominate person spell no save is triggered by forcing the target to attack an ally, and a creature so dominated can only take a standard and move action each turn. When a creature dies while under the mental effects of a gregaria sphinx’s poison, a plague locust swarm bursts from its corpse the next round (DC 16 Will save negates).

 

5E RULES

GREGARIA SPHINX
Large beast, Neutral
Armor Class 18 (+4 natural)
Hit Points 101 (12d10+36)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 18  (+4) 16  (+3) 20  (+5) 19  (+4) 11  (+0)

Saving Throws Con +6, Int +8, Wis +7
Skills Insight +7, Perception +7
Senses Darkvision 60 ft., passive Perception 17
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons, psychic
Condition Immunities charmed, frightened
Languages Common
Challenge 8 (3,900 XP)
Gregaria Sphinx Poison.  Description 1
Magical Strikes. All of a gregaria sphinx’s claw and stinger attacks are magical.
Spellcasting. A gregaria sphinx is an 8th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 16; +8 to hit with spell attacks), though it can access two spells beyond the normal ken. A gregaria sphinx has the following spells prepared from the wizard spell list:
    Cantrips (at will):  mage hand, prestidigitation
    1st-level (4 slots): comprehend languages, detect magic
    2nd-level (3 slots): locate object, magic mouth, see invisibility
    3rd-level (3 slots): counterspell, dispel magic, remove curse
    5th-level (1 slot): legend lore
    7th-level (1 slot): symbol

ACTIONS
Multiattack. The gregaria sphinx makes two claw attacks and one stinger attack.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target is compelled to attack its allies for the same duration, or until it is relieved of the poisoned condition or an ally pleads for the poisoned creature to stop (prompting the poisoned creature to make a DC 13 Constitution saving throw to shake off the effect). The poisoned target can repeat the saving throw on each of its turns as a simple action, ending the effect on itself on a success.

LEGENDARY ACTIONS
The gregaria sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The gregaria sphinx regains spent legendary actions at the start of its turn.
Claw Attack. The gregaria sphinx makes one claw attack.
Activate Poison (Costs 2 actions). The gregaria sphinx may force a creature that has gained the poisoned condition from its stinger to attack one of the poisoned creature’s allies.
Cast a Spell (Costs 3 actions). The gregaria sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

[Submitted by Tim Snow!]

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