Necrosphinx
Large immortal magical beast (undead)
Level 16 Solo Soldier XP 7000
Initiative +12 Senses Perception +17; Darkvision
Despair (Fear) aura 5; any enemy within the aura takes a -2 penalty to attack rolls against the necrosphinx.
HP 760; Bloodied 380
Regeneration 10 (if a necrosphinx takes fire damage, regeneration doesn't function until the end of its next turn)
AC 31; Fortitude 29, Reflex 26, Will 31
Immune disease, poison; Resist 10 necrotic
Saving Throws +5
Speed 6, fly 8 (clumsy), overland flight 10
Action Points 2
(⚔) Claw (standard, at-will)
+21 vs AC; 2d10+5 damage, and the target is marked until the end of the sphinx's next turn.
⚔ Death's Pounce (standard, at-will) ✦ Necrotic
The necrosphinx moves up to 6 squares and makes two claw attacks, each one against a different target. If an attack hits, that target is knocked prone. If both attacks hit, each target also takes ongoing 5 necrotic damage (save ends)
⚔ Fierce Retort (immediate interrupt, when a creature marked by the necrosphinx makes a melee attack against it, at-will) ✦ Necrotic
Targets the triggering creature; +21 vs AC; 2d10+5 damage, and the target takes ongoing 5 necrotic damage and is marked (save ends both).
ᗕ Necrotic Roar (minor, recharge ⚄⚅) ✦ Fear, Necrotic
Close burst 5; targets enemies; +19 vs Will; the target takes ongoing 5 necrotic damage and a -2 penalty to attack rolls (save ends both).
ᗕ Mummies Curse ( when reduced to 0 hit points, ) ✦ Disease
Close burst 10; targets enemies; +18 vs Will; the target contracts mummy rot.
Second Wind (standard; encounter) ✦ Healing
The necrosphinx spends a healing surge and regains 190 hit points. It gains a +2 bonus to all defenses until the start of its next turn.
Sphinx's Challenge
The necrosphinx poses a question or riddle out of combat. If the challenged creatures refuse to answer or fail to
answer correctly, the necrosphinx gains the following benefits until the end of the encounter: 1 extra action point, an extra use of second wind, a +2 bonus to attack rolls, and a +2 bonus to all defenses.
Alignment Evil Languages Common, Supernal
Skills Arcana +16, History +16, Insight +17, Intimidate +16, Religion +16
Str 19 (+12) Dex 15 (+10) Wis 19 (+12)
Con 16 (+11) Int 16 (+11) Cha 16 (+11)
Revision (10/13/2009)
Replace the creature's defenses line with “AC 31; Fortitude 29, Reflex 26, Will 31”.
Published in Open Grave, page(s) 167.