Difference between revisions of "Sphinx"

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{{version|024}}
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{{monster info}}
{{monster
 
|name=sphinx
 
|glyph={{LightGrey|H}}
 
|tile=[[File:Sphinx.png]]
 
|flags={{Actual spells flag}}<br>{{Flying flag}}<br>{{Hybrid flag}}<br>{{See invisible flag}}<br>{{Speaks flag}}<br>{{Spellcaster flag}}<br>{{Warm blood flag}}
 
|resistances={{Drown resistance}}
 
|vulnerabilities=None
 
|max_chunks=8
 
|meat={{Clean corpse}}
 
|xp=2263
 
|holiness={{Natural}}
 
|magic_resistance=64
 
|hp_range=68-108
 
|avg_hp=88
 
|armour_class=5
 
|evasion=5
 
|habitat=Land
 
|speed= 11
 
|size={{Big}}
 
|item_use={{Open doors}}
 
|attack1=25 ({{Hit type}}: {{Plain flavour}})
 
|attack2=12 ({{Hit type}}: {{Plain flavour}})
 
|attack3=12 ({{Hit type}}: {{Plain flavour}})
 
|attack4=
 
|hit_dice=16
 
|base_hp=3
 
|extra_hp=5
 
|fixed_hp=0
 
|intelligence={{High intelligence}}
 
|genus=sphinx
 
|species=sphinx
 
}}
 
{{Flavour|A large creature with a woman's head, a lion's body and the wings of a huge bird, able to cloud the minds of its foes and wield fell magics.}}
 
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==Useful Info==
 
==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, 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 a large, dangerous pack in [[the Tomb]].
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'''Sphinxes''' are hefty late-game beasts that pack a wide variety of debilitating [[Hexes]] in their spell lists. Because they can [[paralyze]] you, 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 Depths]] and [[the Vaults]], and in a large, dangerous pack in [[the Tomb]]. They are also occasionally summoned by the [[unique]] sorceress [[Kirke]].
  
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{{monster spells}}
==Spells==
 
{{Spellcaster
 
|number=
 
|slot1=[[Confuse]] {{Enchpower|Confuse|54}}
 
|slot2=[[Paralyse]] {{Enchpower|Paralyse|54}}
 
|slot3=[[Minor Healing]] (2d8)
 
|slot4=[[Smiting]] (7-17)
 
|slot5=[[Slow]] {{Enchpower|Slow|54}}
 
|slot6=[[Minor Healing]] (2d8)
 
}}
 
{{clear}}
 
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==Tips & Tricks==
 
==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.
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*High [[magic resistance]] (at least +++, preferably ++++) will render them almost incapable of disabling 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.
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*Strong summoned allies can usually take out a sphinx without trouble. In the worst case, you may be incapacitated by a spell, but your allies will kill or distract it until the effect wears off.
 
*If you see a sphinx with several strong allies that you're not ready for, consider [[teleport]]ing or using a [[Controlled Blink]] immediately. You may not get a second chance.
 
*If you see a sphinx with several strong allies that you're not ready for, consider [[teleport]]ing or using a [[Controlled Blink]] immediately. You may not get a second chance.
==History==
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*You can summon your own friendly sphinxes with the spell [[Monstrous Menagerie]].
In [[0.14]] the player can summon friendly Sphinxes with the spell [[Monstrous Menagerie]].
 
[[Category:Crystal Ball Articles]]
 

Revision as of 15:08, 30 November 2019

Version 0.24: This article may not be up to date for the latest stable release of Crawl.
sphinx HSphinx.png
HP 58-118
HD 16
XP 2257
Speed 12
AC 5
EV 5
Will 60
Attack1 25 (hit: plain)
Attack2 12 (hit: plain)
Attack3 12 (hit: plain)
Resistances None
Vulnerabilities None
Habitat Land
Intelligence Human
Uses Open doors
Holiness Natural
Size Giant
Type sphinx, sphinx
Flags See invisible
Flying
Speaks
Warm-blooded
Hybrid
A large creature with a woman's head, a lion's body and the wings of a huge bird, able to cloud the minds of its foes and wield fell magics.

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, 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 Depths and the Vaults, and in a large, dangerous pack in the Tomb. They are also occasionally summoned by the unique sorceress Kirke.

Spells

Spell set I
Slot1 Confuse Wizard flag
Slot2 Paralyse Wizard flag
Slot3 Minor Healing (2d8+3) Wizard flag
Slot4 Smiting (7-17) Wizard flag
Slot5 Slow Wizard flag

Tips & Tricks

  • High magic resistance (at least +++, preferably ++++) will render them almost incapable of disabling you.
  • Strong summoned allies can usually take out a sphinx without trouble. In the worst case, you may be incapacitated by a spell, but your allies will kill or distract it until the effect 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.
  • You can summon your own friendly sphinxes with the spell Monstrous Menagerie.