
Orwinter High looks like any normal school in Tokyo. But hidden after hours- unbeknownst to the school or the outside world- is the Heartache Club. Officially, it’s a support group. In truth, its members wield strange, emotion-fueled powers to hunt down Abstracts — shadowy monsters born from human negativity. Abstracts threaten reality itself. Only the Heartache Club stands between them and the world. At Orwinter High, heartbreak isn’t just pain—it’s war.
Played | 5 times |
Cloned | 10 times |
Created | 9 days ago |
Last Updated | 1 days ago |
Visibility | Public |

Size | Large |
Type | Monstrosity |
CR | 17 |
XP | 18000 |
Languages | Common, Sphinx |
Armor Class | 17 |
HP Range | 114 - 285 (Avg: 200) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | , |
Condition Immunities | , |
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Multiattack
The sphinx makes two claw attacks.
Roar
The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.