Sphinx

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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.