07 February 2018

The Sphinx monster as a Player Character Option.


The BECMI line of D&D introduced all kinds of new character class options beyond the seven in the boxsets. Among them were a series of books, the Creature Crucible series, that introduced new locations in Mystara, and more pertinent to this, monsters as player character options. However, there are many acknowledge problems how they implemented them. Many of them start at negative levels with negative experience totals working towards the normal monster level (level 0) instead of starting at level one with one to two hitdice. The sphinx, introduce in PC2 Top Ballista is probably one of the worst offenders of this, starting with negative THREE MILLION experience points with two hitdice requiring THREE HUNDRED THOUSAND to advance to three hitdice. This is ridiculous even in a party of only sphinxes. Yeah have fun playing two hitdie characters for the next 300,000 experience. Also, negative experience points? WHY? Here is my re-working of the sphinx based in part on the Top Ballista version. It takes slightly more than an elf to advance each level, but also has a lot things going for it at each level.

Sphinx Monster Class
Ability Score Requirement:
9 Strength, 13 Intelligence, 9 Wisdom
Hit Dice: Id8 per level up to 12th level.
Starting with 13th level, +1 hit point per level, and Constitution adjustments no longer apply.
Armor: Any barding at triple cost and encumbrance.
Weapons: Natural Weapons Only.
Special Abilities: Roar and Magic-User or Cleric Spellcasting (choose one at first level)

A sphinx's roar has three zones within its area of effect: z1, z2, z3 for reference. Z3 is the furthest and all within it must save vs spells or be feared. Z2  is as z3 with the addition of a save vs paralysis or be stunned. Z1 is as z2 and z3 with the addition of a save vs spells of be deafened for 1d10 turns, save for half duration, as well take an amount of sonic damage, no save for half effect. The duration of the fear and stun are by hit dice, as is the damage of the roar. A sphinx has a base movement of 180'(60') and a fly movement of 360'(120'). Champions of Mystara flight stats are: Air speed: 120', MF & Takeoff: 1(b), Carry 100 lbs per Level.



Sphinx Level Progression
Level
Experience
Attack Bonus
Hit Dice
Natural Weapon Damage
(claw/claw/bite)
Roar Radius
Roar Damage
Stun Length
Fear Length
Base AC
Z1
Z2
Z3
1
0
+1
1d8
1d4/1d4/1d6
2'
10'
20'
2d6
1 rd
d4 rd
5(15)
2
5,000
+1
2d8
1d4/1d4/1d6
3'
15'
30'
2d6
1 rd
d6 rd
5(15)
3
10,000
+1
3d8
1d6/1d6/1d6
4'
20'
40'
2d6
1 rd
d8 rd
4(16)
4
19,000
+3
4d8
1d6/1d6/1d8
5'
25'
50'
3d6
d2 rd
d10 rd
4(16)
5
36,000
+3
5d8
1d8/1d8/1d8
6'
30'
60'
3d6
d2 rd
2d10 rd
3(17)
6
71,000
+3
6d8
1d8/1d8/1d8
7'
35'
70'
3d6
d3 rd
3d10 rd
3(17)
7
126,000
+5
7d8
1d10/1d10/1d10
8'
40'
80'
4d6
d3 rd
d3 turn
2(18)
8
257,000
+5
8d8
1d10/1d10/1d10
9'
45'
90'
4d6
d4 rd
d3 turn
2(18)
9
408,000
+5
9d8
2d6/2d6/1d10
10'
50'
100'
4d6
d4 rd
d4 turn
1(19)
10
609,000
+7
10d8
2d6/2d6/2d6
11'
55'
110'
5d6
d6 rd
d4 turn
1(19)
11
860,000
+7
11d8
2d8/2d8/2d6
12'
60'
120'
5d6
d6 rd
d6 turn
0(20)
12
1,111,000
+7
12d8
3d6/3d6/2d8
13'
65'
130'
6d6
d8 rd
d6 turn
0(20)
13
1,362,000
+9
12d8+1
3d6/3d6/2d8
14'
70'
140'
6d6
d8 rd
d8 turn
0(20)
14
1,613,000
+9
12d8+2
3d6/3d6/2d8
15'
75'
150'
7d6
d8 rd
d8 turn
0(20)

 

Sphinx Spell Progression
Level
1
2
3
4
5
6
1
-
-
-
-
-
-
2
1
-
-
-
-
-
3
2
-
-
-
-
-
4
2
1
-
-
-
-
5
2
2
-
-
-
-
6
2
2
1
-
-
-
7
3
2
2
-
-
-
8
3
3
2
1
-
-
9
3
3
3
2
-
-
10
4
4
3
2
1
-
11
4
4
3
3
2
-
12
4
4
4
3
2
1
13
5
5
4
3
2
2
14
5
5
5
3
3
2