Sphinx Kitten

Tiny monstrosity, neutral

Armor Class 14 (natural armor)
Hit Points 16 (3d4 + 9)
Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 16 (+3) 13 (+1) 14 (+2) 17 (+3)

Skills Arcana +3, Perception +4
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 30 ft., passive Perception 14
Languages Common, Sphinx
Challenge 1 (200 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Mostly Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage. This trait does not work against adult sphinxes.
  • Magic Weapons. The sphinx’s weapon attacks are magical.

ACTIONS

  • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
  • Prestidigitation. The sphinx casts prestidigitation.
  • Joke (3/Day). The sphinx tells a magical joke. Each time it tells a joke before finishing a long rest, the joke is funnier and the effect is harder to resist, as detailed below. Each creature within 120 feet of the sphinx and able to hear the joke must make a saving throw.
    • Bad Joke. Each creature that fails a DC 10 Wisdom saving throw cringes and has disadvantage on the next attack roll it makes before the end of its next turn.
    • Confusing Joke. Each creature that fails a DC 12 Wisdom saving throw can’t take reactions until the end of its next turn. On its turn, the creature can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the creature can’t attack, it does nothing on its turn.
    • Hilarious Joke. Each creature that fails a DC 14 Wisdom saving throw becomes incapacitated from uncontrollable laughter. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

ABOUT

Mysterious, elusive, and deeply magical, sphinx kittens are such a rare sight that many scholars doubt their existence. Despite the arcane nature, sphinx kittens are still kittens and love to play and share funny stories with their friends. Sphinx kittens require magic and nurture both to grow into adult sphinxes, a complex process that can take centuries. An orphan sphinx kitten will remain a kitten until it has received the magic and the guidance it needs to develop. Long-lived sages and elven nobles sometimes adopt and raise orphan sphinxes, which grow up to become powerful and loyal guardians.

Arcane Humor. As part of their training and growing up, sphinx kittens will charge their jokes with the same magic that will eventually empower their spells, their riddles, or their roars when they grow up. This makes even a bad joke potentially dangerous when a sphinx kitten tells it.

Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a sphinx kitten for their familiar.

Section 15: Copyright Notice

Cure Creatures Compendium © 2022 Catilus RPG Author: Christina Kritikou / Catilus

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