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Sphinx

From Ashenzari's Archive
Revision as of 04:59, 16 August 2016 by imported>Pekkekke (Replaced manually created stat and spell tables with auto-generated tables.)
Version 0.18: This article may not be up to date for the latest stable release of Crawl.
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 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

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 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.