Ixinos: Island of Amazons - Shilabat, The Great Sphinx

Shilabat, The Great Sphinx

[Shilabat]

Huge Magical Beast

Hit Dice: 16d10+48 (160 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 60 ft. (good)
AC: 26 (-2 size, +3 Dex, +15 natural)
Attacks: 2 claws +16 melee
Damage: Claw 1d10+10
Face/Reach: 10 ft. by 20 ft. / 10 ft.
Special Attacks: Screech; Pounce; Rake 1d10+5; Psionic abilities
Special Qualities: Immune to charm and compulsion magic
Saves: Fort +13, Ref +13, Will +10
Abilities: Str 30; Dex 16; Con 16; Int 20; Wis 20; Cha 25
Skills: Spot +26; Intimidate +19; Concentration +13; Listen +12; Sense Motive +11
Feats: Flyby Attack; Combat Casting; Power Attack; Improved Initiative; Alertness

Climate/Terrain: Any warm land
Organization: Solitary (?)
Challenge Rating: 14
Treasure: Double standard
Alignment: Neutral
Advancement: 17-24 HD (Huge); 25-32 HD (Gargantuan)

Appearance: Shilabat appears somewhat like a gynosphinx of enormous size -- she measures more than 20 feet [6 m] from the front of her body to the base of her tail, and is around 12 feet [3.65 m] high when sitting on her haunches. From the midriff up, she possesses the body of a dangerous, beautiful (but mostly dangerous) human woman, tremendously muscular, with arms that broaden out into huge, leonine forepaws. Below the midriff, Shilabat has the form of a giant, powerful lioness.

Her humanlike parts have skin of a greenish-bronze color, with glossy black hair and eyes of opalescent black, with no visible iris. When using any of her psionic powers in the presence of a light source, her eyes reflect a terrifying blood red (but do not glow in the dark).

The lion-like parts of the Great Sphinx's body are a deep bronze color near the front of her body, merging to a brilliant golden toward her hindquarters. Her lion's tail is nearly 10 feet [3 m] long. Huge feathery wings, like those of a gynosphinx, adorn her back.

Combat:

Immune to Charm and Compulsion Magic (Su) - The Great Sphinx is immune to any spell, spell-like effect or psionic ability that would enslave her mind or cause her to act against her will. This includes any spell with "Charm" or "Compulsion" among its descriptors. She has no unusual immunity to other types of mind-affecting magic, however, or to spells of physical binding or restraint.

Pounce (Ex) - If Shilabat should choose to pounce upon a foe (of size S, M, L or H) during the first round of a combat, she may make a full attack even if she has already taken a move action.

Psionics (Sp) - Shilabat possesses a large array of psionic powers which she can manifest naturally (no power points required), but only once per day each. The powers are:

0 level: inkling, bolt, far hand, verve, catfall, telempathic projection
1st level: firefall, biocurrent, control object, demoralize, lesser mindlink
2nd level: clairaudience/clairvoyance, body adjustment, detect thoughts, suggestion
3rd level: whitefire, rejuvenation, mindlink
4th level: inertial barrier, forced mindlink
5th level: teleport
Attack/Defense modes: All/All

All powers are manifested as if by a 16th-level psion. See the Psionics Handbook for descriptions of psionic powers and how they are used.

Rake (Ex) - If Shilabat pounces upon a creature of size L or H, she can make two attacks with her hind claws for 1d10+5 damage.

Screech (Su) - Once per hour, as a standard action that does not provoke an attack of opportunity, Shilabat can give forth a terrifying screech that can be heard for miles around in open country or at sea. Any enemies (and any allies or bystanders who have not been warned of what is coming) in the near vicinity are affected as follows:

Enemies within 20 feet [6 m]:

make a Will save (DC 18) or become panicked for 1d4 rounds. Those who save successfully become shaken for 1d4 rounds instead.

Enemies between 21-50 feet [6-15 m]:

make a Will save (DC 18) or become shaken for 1d4 rounds; success means that the enemy takes only a -1 morale penalty to attack rolls, damage rolls and saving throws for 1d4 rounds.

Enemies between 51-100 feet [15-30 m]:

make a Will save (DC 18) or take a -1 morale penalty for 1d4 rounds; success means no penalties, but the enemy will not voluntarily approach any nearer to Shilabat for 1d4 rounds (he may make ranged attacks or cast ranged spells from that distance, however).

Enemies more than 100 feet [30 m] away:

make a Will save (DC 18) or be disinclined to approach any nearer to Shilabat for 1d4 rounds (but may make ranged attacks or ranged spell attacks). Success means no effect.

This is a sonic attack. It is actually a mating call, and if the screech is uttered outdoors, any male sphinx of any type within 50 miles [30 km] will come to investigate if possible (but Shilabat cannot mate with these lesser sphinx types). All types of sphinxes are immune to the fear effect of the screech.

History: Shilabat, the Great Sphinx of Ixinos, is quite possibly the last of her race remaining in Faerûn. The Great Sphinxes were a much larger and more powerful branch of the same evolutionary "family tree" that led to the present-day androsphinxes, gynosphinxes, criosphinxes and hieracosphinxes. Long-lived but never very numerous, these magnificent creatures usually dwelt beyond the fringes of the great past human and elven civilizations, only rarely deigning to befriend or even contact the smaller, bipedal races.

Many millennia ago, within the space of a few short centuries, no fewer than four great human empires (Netheril, Raumathar, Narfell and Jhaamdath) died in cataclysms of unchecked military and magical violence. The same age saw a heightening of strife between humans and elves, and the tyrannical reign of the Shoon Empire in the south. Sometime during this period, the Great Sphinxes vanished from the known Realms. Whether they all perished in these years of strife, or whether they simply removed themselves to more peaceful regions, is as yet unknown.

Shilabat was one of only a handful of Great Sphinxes who chose to live among the lesser races during that violent epoch. Devoted (like several among her race) to the goddess Ishtar, whose identity was later assumed by Isis, Shilabat attached herself to the large temple of Ishtar on Isharia, the island that guarded the narrow opening to the Bay of Jhaamdath. Her keen vision and flight ability provided the guardian priestesses with a valuable tool in protecting this vital area from approaching enemies or violent weather. In addition, her personal might in combat -- and her ability to carry up to three human-sized passengers on her back while in flight -- made her a valuable weapon against any who would seek to breach the empire's maritime defenses. Shilabat was exceptionally devoted to her temple and her human priestess comrades.

In the Year of Furious Waves (-255 D.R.), two elven High Mages appeared atop each of the summits of Jhaamdath's Fangs, the two mountain peaks guarding the entrance to the Bay, and began casting the mighty destructive spell that would lay Jhaamdath in watery ruin in retaliation for that empire's genocidal wars against the elves. The Isharian priestesses were able to discern the approaching cataclysm a few minutes before it actually struck, but could do nothing to prevent it or defend against it. A few of the clerics managed to teleport to safety, carrying with them some of the temple's most important relics and magic items. The others remained behind to die with the rest of their countrymen. Although Shilabat probably could have flown clear of the disaster, she chose to accompany the High Priestess to the great Altar of Chained Tempests in the highest buildings of the temple, so that they could face death with honor within the sight of their goddess.

The great tidal wave summoned by the High Mages roared into the Bay of Jhaamdath, obliterating the Twelve Cities and their sixty thousand inhabitants, and bringing the empire to an abrupt end. The Bay of Jhaamdath was reshaped into the Vilhon Reach, and the twin peaks of Jhaamdath's Fangs were blasted into two piles of rubble that would eventually become known as the islands of Ilighôn and Wavecrest. The temple of Ishtar was annihilated along with all of its clerics (including the High Priestess), and the island of Isharia itself was largely submerged, except for the highlands in its central region.

Shilabat was the sole survivor of Isharia. Seconds before the disaster struck, she somehow came under the influence of a temporal stasis spell. She herself does not know how this came to occur. She suspects that her close friend, the High Priestess, may have secretly used some powerful magic item to save her; it is also possible that Ishtar herself reached out to spare her for some unknown reason. Whatever the case, Shilabat remained, safely enspelled but sealed in the ruins of the temple, for more than a hundred years.

When Kuzello and her followers arrived on the island that they named "Ixinos", they inadvertently freed Shilabat from her imprisonment while exploring beneath the ruins now known as the "Flowered Fane". Confused and panicked -- and believing she was still experiencing the fall of Jhaamdath a century earlier -- the Sphinx lashed out at the strangers who had suddenly appeared in the midst of the even-more-suddenly ruined temple. In the melee that followed, Shilabat slew three of Kuzello's astonished apprentices before finally succumbing to binding spells cast by Kuzello and Aespathia, who arrived on the scene just in time to prevent a general slaughter by the enraged creature.

Kuzello was deeply impressed by this magnificent creature -- and a female creature at that -- and so decided against killing it. Hoping that she could one day find the time to charm and tame the Sphinx, Kuzello re-cast temporal stasis upon her and sealed her back within her living tomb. There she remained, forgotten for centuries.

More than fifteen centuries later, in 1365 D.R., Anegè Silverstar came upon an account of this incident while deciphering some ancient encoded journals attributed to Kuzello herself. Accompanied by several powerful members of the Silver Sisterhood, and armed with an array of restraining, protective and communicative spells, Anegè located and opened the Sphinx's lost chamber, and dispelled the temporal stasis.

This time Shilabat's liberators were prepared, and after some effort they were able to calm the Sphinx and explain to her what had befallen. Stunned at finding herself in a world very different from the one she had left seemingly moments ago, Shilabat underwent a period of adjustment, and eventually resolved to befriend the new inhabitants of the island. They were, after all, not so different in outlook from the comrades she had left so many centuries in the past.

Now, Shilabat serves Ixinos both as a valuable reconnaissance agent and a terrifying secret weapon. Her keen eyesight allows her to fly high above Ixinos and the Eyes of Silvanus, searching for any potentially hostile vessels or for any friendly vessels in distress. In battle, she can dispatch most flying foes less mighty than an adult dragon, and can wreak havoc upon the rigging and decks of enemy ships. She is known and welcomed by the druids of the Emerald Enclave, and sometimes carries important individuals back and forth between Ixinos and Ilighôn (under favorable conditions, she can make this journey in under four hours). If the "psionics are different" rules from the Psionics Handbook are used, her psionic abilities can even function within the confines of Ilighôn's Faith Magic Zone, which prevents arcane magic from functioning on the island.

Three unusual psychic warriors accompany and assist Shilabat in her efforts. The "Sisters of the Sphinx," as they have come to be called, are three identical triplets named Astana, Rhóne, and Aratira, of Clan Kevidoro. The triplets have all been totally mute since birth (though their other senses work normally), and have devised a complex language of gestures and facial expressions that allows them to communicate perfectly among themselves as long as they are able to see each other; Shilabat can understand this "secret language" as well, though she cannot actually use it. Additionally, they all possess significant abilities of the mind.

The three sisters are all tall and fair-skinned with blue eyes and long blonde hair. Aratira is the closest thing they have to a leader. Rhóne is the one who most often rides Shilabat on patrols, since she is such a good shot with the crossbow.

See the Psionics Handbook for a description of psychic warriors and their abilities.

Astana

Female Human, 6th-level psychic warrior

Strength:	11 (+0)		Fort. Save:	+5		Armor Class:	16
Dexterity:	12 (+1)		Ref. Save:	+3		Flat-footed AC:	15
Constitution:	10 (+0)		Will Save:	+6		Touch AC:	11
Intelligence:	11 (+0)		Alignment:	CG
Wisdom:		14 (+2)		Speed:		30 ft.
Charisma:	 9 (-1)		Size:		M (5'10") [178 cm]

Hit Points:	28		Melee Attack:     +4
CR:		6		Ranged Attack:    +5

Skills: Autohypnosis +11; Balance +7; Ride (Great Sphinx) +6; Stabilize Self +4; Swim +3

Feats: Improved Initiative; Iron Will; Mounted Combat; Mounted Archery; Weapon focus (shortbow); Weapon Specialization (shortbow); Inner Strength; Psychic Bastion

Languages: Genifari (cannot speak)

Possessions: chainmail; shortbow +1; 20 arrows carried; minor power stone with call weaponry, combat precognition, vigor; dorje of darkvision (17 charges)

Power Points: 12

Psionic Powers: (3/3/2): bolt, catfall, valor; biofeedback, lesser metaphysical weapon, vigor; combat prescience, levitation

Attack/Defense Modes: psychic crush/empty mind, mental barrier

Rhóne

Female Human, 6th-level psychic warrior

Strength:	12 (+1)		Fort. Save:	+6		Armor Class:	17
Dexterity:	15 (+2)		Ref. Save:	+4		Flat-footed AC:	15
Constitution:	12 (+1)		Will Save:	+3		Touch AC:	12
Intelligence:	15 (+2)		Alignment:	CG
Wisdom:		 9 (-1)		Speed:		30 ft.
Charisma:	13 (+1)		Size:		M (5'10") [178 cm]

Hit Points:	34		Melee Attack:     +5
CR:		6		Ranged Attack:    +6

Skills: Tumble +10; Balance +10; Ride (Great Sphinx) +7; Autohypnosis +2; Stabilize Self +4

Feats: Improved Initiative; Iron Will; Mounted Combat; Mounted Archery; Weapon focus (heavy crossbow); Weapon Specialization (heavy crossbow); Inner Strength; Psychic Bastion

Languages: Genifari (cannot speak)

Possessions: chainmail +1 with seeing ability; heavy crossbow; 20 bolts carried; dorje of painful touch (25 charges)

Power Points: 12

Psionic Powers: (3/3/2): bolt, catfall, far punch; call weaponry, combat precognition, vigor; claws of the bear, levitate

Attack/Defense Modes: mind thrust/mental barrier, thought shield

Aratira

Female Human, 6th-level psychic warrior

Strength:	13 (+1)		Fort. Save:	+7		Armor Class:	16
Dexterity:	12 (+1)		Ref. Save:	+3		Flat-footed AC:	15
Constitution:	14 (+2)		Will Save:	+5		Touch AC:	11
Intelligence:	16 (+3)		Alignment:	CG
Wisdom:		12 (+1)		Speed:		30 ft.
Charisma:	10 (+0)		Size:		M (5'10") [178 cm]

Hit Points:	35		Melee Attack:     +5
CR:		6		Ranged Attack:    +5

Skills: Concentration +9; Search +7; Ride (Great Sphinx) +5; Knowledge (psionics) +4; Psicraft +4

Feats: Dodge; Iron Will; Mounted Combat; Weapon focus (greatsword); Weapon Specialization (greatsword); Inner Strength; Power Attack

Languages: Genifari (cannot speak)

Possessions: chainmail; greatsword +2; dorje of animal affinity (22 charges)

Power Points: 12

Psionic Powers: (3/3/2): bolt, far punch, talons; biofeedback, lesser metaphysical weapon, minor creation; sudden minor creation, painful touch

Attack/Defense Modes: mind thrust/empty mind, tower of iron will

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