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Horizon Scholar

The sphinxes of Theros are ancient creatures, older even than the gods and the archons. Some speculate that the sphinxes might have been the first intelligent creatures to walk Theros and the first to believe in the power of the gods. Though they are not immortal and can be killed, the sphinxes of Theros are ageless, with a wisdom to match.   In addition to their impossibly long lifespans, sphinxes are also granted knowledge by an innate ability to see into the future. For them, the web of destiny, which spans across time and space, is as real and physical as a woven tapestry is to an artisan. Though they can not interact with its threads, with practice, they can learn to study the connections and see how every decision and action affects a dozen more.   The Closed Lantern The majority of the sphinxes of Theros belong to an ancient organization, formed in the infant days of Theros' existence, known as the Closed Lantern. This organization is dedicated to maintaining a watch over the affairs of Theros as a whole, a comprehensive account of its past, and an exhaustive list of the possibilities of its future. Many of Theros' most famous sphinx seers, such as Medomai the Ageless, are among the highest-ranking members of the Close Lantern.   Once a sphinx has joined the Closed Lantern, as they demonstrate a growing ability to see the further and wider possibilities of the future, they are awarded with new titles, and access to more of the Closed Lantern's resources. New initiates are given the title of Horizon Scholar, indicating their desire to eventually scan the horizons of time itself, beyond the point where any sphinx can see.   A horizon scholar that demonstrates some level of success in seeing beyond the immediate future is granted audience with Susperia the Tutor, one of the few sphinxes to ever achieving seeing all of the future at once. In this audience, Susperia judges whether a horizon scholar is worth of learning the techniques necessary to view the wider future-or put more appropriately, Susperia herself looks into the future and determines whether that sphinx will learn the techniques or not. If Susperia finds their path leads to the greater good, she teaches them what she can. But if Susperia finds that a sphinx's path leads only to darkness, she attacks and kills the sphinx, with the cold efficiency of an artisan snipping the edges of a frayed tapestry.  

Horizon Scholar

The sphinxes of Theros are ancient creatures, older even than the gods and the archons. Some speculate that the sphinxes might have been the first intelligent creatures to walk Theros and the first to believe in the power of the gods. Though they are not immortal and can be killed, the sphinxes of Theros are ageless, with a wisdom to match.
 
In addition to their impossibly long lifespans, sphinxes are also granted knowledge by an innate ability to see into the future. For them, the web of destiny, which spans across time and space, is as real and physical as a woven tapestry is to an artisan. Though they can not interact with its threads, with practice, they can learn to study the connections and see how every decision and action affects a dozen more.

 


Armor Class16 (natural armor)
Hit Points 15d10+30
Speed40 ft.Fly 60 ft.
Strength16 (+3)
Dexterity15 (+2)
Constitution14 (+2)
Intelligence18 (+4)
Wisdom20 (+5)
Charisma15 (+2)
SkillsHistory d20+8 Insight d20+9 Nature d20+8
Perception d20+9
Damage ImmunitiesPsychic
Condition ImmunitiesCharmedFrightened
SensesTruesight 120 ft.Passive Perception 19
LanguagesCelestialCommonPrimordial
Sphinx
Challenge9 (5,000 XP)
Special 1InscrutableThe 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 thesphinx's intentions or sincerity have disadvantage
Special 2Magic WeaponsThe sphinx's weapon attacks are magical
Special 3Psychic AwarenessThe sphinx knows if it hears a lie
Special 4SpellcastingThe sphinx is a 9th-level spellcaster.Its spellcasting ability is Wisdom
(spell save DC 17). It requires no material components to cast its spells.The sphinx has the following spells prepared:
Spells 1Cantrips (at will)Blade WardGuidance
ResistanceTrue Strike
Spells 21st level (4 slots)Comprehend LanguagesDetect Magic
IdentifyShield
Spells 32nd level (3 slots)AuguryDetect Thoughts
Mind Spike
Spells 43rd level (3 slots)ClairvoyanceCounterspell
Nondetect
Spells 54th level (3 slots)DivinationStoneskin
Spells 65th level (2 slots)Legend LoreScrying
Action 1MutiattackThe sphinx uses its Portent,then makes two claw attacks
Action 2ClawMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 1d10+3 slashing damage
Action 3PortentThe sphinx peers through the fog of time and into the near future.After doing so, it rolls 2d20 ,
the records the result of one of the dice.Once before the end of the sphinx's next short or long rest,when a creature within 60 feet of it rolls a d20 ,the sphinx can choose to replace the result of that roll with the recorded roll.
The sphinx must choose whether to do so before the roll is made

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