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Haplosphinx (CR ½)

Haplosphinx


1st-level Warrior

Medium Monstrous Humanoid

Hit Dice: 1d8-1 (3 hp)

Initiative: +0

Speed: 30 ft. (6 sq.), fly 40 ft. (average)

AC: 15 ( +4 chain shirt, +1 natural), touch 10, flat-footed 15

Base Attack/Grapple: +1/+2

Attack: Shortspear +2 melee or +1 ranged (1d6+1) or claw +2 melee (1d4+1)

Full Attack: Shortspear +2 melee or +1 ranged (1d6+1) or 2 claws +2 melee (1d4+1)

Special Attacks: Rake 1d4

Special Qualities: Darkvision 60 ft., augury, sphinx blood

Face/Reach: 5 ft./ 5 ft.

Saves: Fort +1, Ref +0, Will +1

Abilities: Str 12, Dex 10, Con 9, Int 15, Wis 13, Cha 10

Skills: Knowledge (any two) +8, Spellcraft +6, Use Magic Device +4

Feats: Magical Aptitude

Climate/Terrain: Warm land

Organization: Solitary, pair, or covey (3 – 6)

Challenge Rating: ½

Treasure: Standard

Alignment: Often neutral

Advancement: By character class

Level Adjustment: +2

This winged humanoid has a graceful, almost feline, built well reflected in his features which remind of those of a cat, with large almond-shaped eyes, slit pupils, a flat nose and rich mane-like hair.

His fingers are tipped with sharp claws, and his legs end in lion’s paws beneath a second set of knees bent backwards.

The creature’s wings resemble those of a falcon.

He is armed with a spear and clad in light chain armor.

 

Haplosphinxes like to make an enigma about what they are, although their name already indicates that they are, possibly, some kind of human-sphinx crossbreed.

A haplosphinx’ skin is usually of a dark hue, like a human from a subtropical region. Their hair tends to be full and dense and their features indeed retain some cat-like characteristics like their deep mysterious feline eyes, but otherwise are definitely not bestial. Their claws are retractable and do not hinder manual dexterity.

Usually proud of their heritage, haplosphinxes have a keen interest for all things mystical and enigmatic, often striving for a role as a reclusive sage or eldritch guardian.

Haplosphinxes speak Sphinx, Common and Draconic.

Combat

Haplosphinxes try to avoid combat as long as possible and, if conflict is inevitable, seek to soften up foes with ranged attacks first, if appropriate weapons are at hand. In melee they prefer to use weapons, but are aware that their claws are a deadly gift.

Sometimes they use their augury ability to estimate if entering combat would be sensible.

Augury (Sp): Once per day a haplosphinx can use augury as a spell-like ability on a caster level equal to her character level.

Rake (Ex): A haplosphinx grappling an opponent can rake with her hind legs two times without suffering a –4 penalty for using natural weapons in a grapple. This rakes have the same base damage as the haplosphinx’ claw attack.

Sphinx blood (Ex): For all effects related to a race, a haplosphinx is considered a sphinx. Haplosphinxes are just as vulnerable to special effects that affect sphinxes as their ancestors are, and they can use magic items that are only usable by sphinxes (providing their size allows them to.)

Skills: Haplosphinxes gain a +2 racial bonus to any two Knowledge skills.

 

The haplosphinx warrior presented here had the following statistics before racial adjustment: Str 12, Dex 8, Con 9, Int 13, Wis 11, Cha 10

Haplosphinx characters

Haplosphinx characters possess the following racial traits.

  • +2 Dexterity, +2 Intelligence, +2 Wisdom
  • A haplosphinx’ base land speed is 30 ft., and she can fly with a speed of 40 ft with average maneuverability.
  • 60 ft. darkvision
  • Natural weapons: claws 1d4 damage
  • Racial Skills: A haplosphinx gains skills by character class and a +2 racial bonus to any two Knowledge skills
  • Racial Feats: A haplosphinx character gains feats according to its character class.
  • +1 natural armor bonus
  • Special Attacks: Rake (see above)
  • Special Qualities: augury, sphinx blood
  • Automatic Languages: Common, Sphinx, Draconic. Bonus Languages: Auran, Celestial, Giant, Gnoll, Sylvan
  • Favored Class: Sorcerer
© 2009 Bruder Grimm