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D&D · SRD 5.2.1 (5.5e, 2024)

Sphinx of Lore Large Celestial, Lawful Neutral

Armor Class
17
Hit Points
170 (20d10 + 60)
Speed
40 ft., Fly 60 ft.
Initiative
+6 (16)
STRDEXCONINTWISCHA
SCORE181516181818
MOD+4+2+3+4+4+4
SAVE+4+2+3+4+4+4
Skills
Arcana +12, History +12, Perception +8, Religion +12
Resistances
Necrotic, Radiant
Immunities
Psychic; Charmed, Frightened
Senses
truesight 120 ft.; Passive Perception 18
Languages
Celestial, Common
CR
11 (XP 7,200)

Traits

Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.

Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The sphinx makes three Claw attacks.

Claw. Melee Attack Roll: +8, reach 5 ft. 14 (3d6 + 4) Slashing damage.

Mind-Rending Roar (Recharge 5-6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx's next turn.

Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):

Legendary Actions

Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.

Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its next turn.

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Includes material from the System Reference Document (SRD 5.2.1 / 5.1) by Wizards of the Coast, licensed under CC BY 4.0. Legal