Armor Class 17 (natural armor)
Hit Points 199 (19d10 + 95)
Speed 40 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 10 (+0) | 20 (+5) | 16 (+3) | 18 (+4) | 23 (+6) |
Saving Throws Dex +6, Con +11, Int +9, Wis +10
Skills Arcana +9, Perception +10, Religion +15
Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 20
Languages Common, Sphinx
Challenge 17 (18,000 XP)
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.
Magic Weapons. The sphinx's weapon attacks are magical.
Spellcasting. The sphinx is a 12th-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with
spell attacks). It requires no material components to cast its spells.
The sphinx has the following cleric spells prepared:
Cantrips (at will): sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, detect evil and good, detect magic
2nd level (3 slots): lesser restoration, zone of truth
3rd level (3 slots): dispel magic, tongues
4th level (3 slots): banishment, freedom of movement
5th level (2 slots): flame strike, greater restoration
6th level (1 slot): heroes' feast
Actions
Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Roar (3/Day). 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.
Legendary Actions
The sphinx can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only
at the end of another creature's turn. The sphinx regains spent
legendary actions at the start of its turn.
Claw Attack. The sphinx makes one claw attack.
Teleport (Costs 2 Actions). The sphinx magically
teleports, along with any equipment it is wearing or carrying, up to 120
feet to an unoccupied space it can see.
Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.