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Sphinx: Difference between revisions

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<!--monster-bot-begin-->
{{obsolete}}
{{monster
{{monster info}}
|name=sphinx
|glyph={{LightGrey|H}}
|tile=[[File:Sphinx.png]]
|flags={{Actual spells flag}}<br>{{Speaks flag}}<br>{{Spellcaster flag}}<br>{{Warm blood flag}}<br>{{See invisible flag}}<br>{{Flying flag}}
|resistances=None
|vulnerabilities=None
|max_chunks=8
|meat={{Clean corpse}}
|xp=3145
|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
}}
 
<!--monster-bot-end-->
 
{{Flavour|A large creature with a human head, the body of a lion, and the wings of a huge bird.}}


==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]].
'''Sphinxes''' are hefty beasts with a large variety of [[Hexes]]. Their [[paralysis]] is a big threat if you don't have willpower, though their melee isn't bad either. They can be found in [[the Depths]], [[the Vaults]], or in a large pack inside [[Tomb]]:1. [[Out-of-depth]] sphinxes can rarely show up in the main [[Dungeon]].


<!--spl-bot-begin-->
{{monster spells}}
==Spells==


{{Spellcaster
==Tips & Tricks==
|number=
*High [[willpower]] (at least +++, preferably ++++) will render them almost incapable of disabling you.
|slot1=[[Confuse]]
**It takes 154 willpower in order to have a 0% chance to be hexed. (See the [[Paralysis#Paralysis Spell Table]] for what's needed to reach this.)
|slot2=[[Paralyse]]
*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.
|slot3=[[Minor Healing]]
*If you see a sphinx with several strong allies that you're not ready for, consider [[teleport]]ing or using a [[scroll of fog]] and running away immediately. You may not get a second chance.
|slot4=[[Smiting]] (7-17)
*You can summon your own friendly sphinxes with the spell [[Monstrous Menagerie]].
|slot5=[[Slow]]
|slot6=[[Minor Healing]]
}}
{{clear}}


<!--spl-bot-end-->
==History==
 
*Sphinxes were split into [[sphinx marauder]]s and [[guardian sphinx]]es in [[0.33]].
==Tips & Tricks==
*Prior to [[0.31]], sphinxes had 11 speed, but were slightly more likely to cast spells.
*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.
*Prior to [[0.27]], sphinxes didn't appear in [[Shoals]] rune vaults.
*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 [[teleport]]ing or using a [[Controlled Blink]] immediately. You may not get a second chance.

Latest revision as of 15:52, 18 June 2025

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
sphinx H 
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
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 beasts with a large variety of Hexes. Their paralysis is a big threat if you don't have willpower, though their melee isn't bad either. They can be found in the Depths, the Vaults, or in a large pack inside Tomb:1. Out-of-depth sphinxes can rarely show up in the main Dungeon.

Spells

Tile Name Damage Range Flags
Confuse — LOS Wizard flag
Paralyse — LOS Wizard flag
Minor Healing 2d8+3 — Wizard flag
Smiting 7-17 LOS Wizard flag
Slow — LOS Wizard flag

Tips & Tricks

  • High willpower (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 scroll of fog and running away immediately. You may not get a second chance.
  • You can summon your own friendly sphinxes with the spell Monstrous Menagerie.

History