Neshkefru
Level 8Attacks
Abilities
Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Neshkefru has Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic.
Trigger A creature ends its movement within 30 feet of Neshkefru
Effect Neshkefru moves up to her speed to a location adjacent to the triggering creature and makes a Strike. This movement does not trigger reactions.
Neshkefru rears back on her hind legs and makes two claw Strikes at the same target, using the same attack bonus as her highest melee attack. If both attacks deal damage, the target takes extra damage equal to one claw Strike.
Once per week, Neshkefru can create a magical symbol as the rune trap ritual. She usually shapes it to take the form of a written riddle and sets the password to the answer. A creature that gives the wrong answer or tries to pass without answering must succeed at a DC 26 will save or be affected by one of the following spells, chosen by the sphinx when creating the symbol: Synaptic Pulse (5th), Charm (4th), Fear (4th), Phantom Pain (4th), Sleep (4th). The sphinx learns the identity of any creatu
Frequency Once per day
Effect Neshkefru howls a torrent of prophecies that overwhelm listeners. All creatures in a 20-foot emanation must attempt a DC 27 will save.
Critical Success The creature is unaffected.
Success The creature takes 1d4 persistent mental damage.
Failure The creature takes 2d4 persistent mental damage and is Dazzled until the persistent damage ends.
Critical Failure The creature takes 3d4 persistent mental damage and is Confused until the persistent damage e