Sphinx
sphinx H [[File:{{{tile_name}}}.png|32px]] | |
---|---|
HP | 68 to 108 |
HD | 16 |
XP | 3145 |
Speed | 11 |
AC | 5 |
EV | 5 |
Will | 64 |
Attack1 | 25 (hit: plain) |
Attack2 | 12 (hit: plain) |
Attack3 | 12 (hit: plain) |
Resistances | none |
Vulnerabilities | none |
Habitat | land |
Intelligence | High |
Uses | Open doors |
Holiness | Natural |
Size | Big |
Type | sphinx, sphinx |
Flags | Flying Sense invisible Spellcaster Actual spells Warm-blooded Speaks |
A large creature with a human head, the body of a lion, and the wings of a huge bird. |
Useful Info
Sphinxes are hefty late-game beasts that pack a wide variety of debilitating Hexes in their spell lists. Because they can paralyze you like a giant eyeball, they're a much bigger threat when other enemies are around than when alone, but even then they have some decent melee attacks and the ability to smite. They can be found individually in the deeper portions of the Dungeon, and in dangerous packs in the Tomb.
Spells: Smiting (1d11+6), Slow, Confuse, Paralyse, Minor Healing
Spells
Spell set | |
---|---|
Slot1 | Confuse |
Slot2 | Paralyse |
Slot3 | Minor Healing |
Slot4 | Smiting (7-17) |
Slot5 | Slow |
Slot6 | Minor Healing |
Tips & Tricks
An amulet of stasis will guard against their most powerful weapon, but there's no substitute for loading up on magic resistance. High MR will render them powerless against you.
Strong summons, as from Trog, the Shining One, or spells like Summon Horrible Things, can usually take out a sphinx without trouble. In the worst case, you may be incapacitated by a spell, but your allies can guard you until it wears off.
If you see a sphinx with several strong allies that you're not ready for, consider teleporting or using a Controlled Blink immediately. You may not get a second chance.