Magic Resistance. The sphinx has advantage on saving throws against spells and other magical effects
Magic Weapons. The sphinx's weapon attacks are magical.
Aura of Protection. Whenever the sphinx or a friendly creature within 10feet must make a saving throw, the creature gains a bonus to the saving throw equal to the sphinx's Charisma modifier (with a minimum bonus of +1). it must be conscious to grant this bonus.
Arcane Smite. Once per turn, when the sphinx hits a creature with a melee weapon attack, it can expend a spell slot no higher than 4th to deal extra damage equal to 2d8 plus 1d8 for every level above 1st. If the creature is Large or smaller, it must make a strength saving throw vs the sphinx's spell save DC or be knocked prone.
Spellcasting. The sphinx is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following paladin spells prepared:
1st level (4 slots): command, ceremony, searing smite
2nd level (3 slots): hold person, lesser restoration
3rd level (3 slots): dispel magic, elemental weapon, revivify
4th level (3 slots): locate creature, staggering smite
5th level (2 slots): banishing smite
Change Shape: The sphinx magically polymorphs into a Humanoid or beast that has a Challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the sphinx's choice).
In a new form, the sphinx retains its game Statistics and ability to speak, but its AC, Movement modes, Strength, Dexterity, and Special Senses are replaced by those of the new form, and it gains any Statistics and capabilities (except Class Features, legendary Actions, and lair actions) that the new form has but that it lacks.
Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21(4d6 + 7) slashing damage.
Weave Restoration. (3/day) The Sphinx ends any spell on a creature it can touch.
Lay on Paws. (1/day)As an action, the sphinx can touch a creature and restore 85 hit points
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.
Magic Surge. (2 Actions) The Sphinx rolls on the Wild Magic Surge table. The sphinx can choose itself or a willing creature that is friendly to it that it can see within 60ft to be the origin of the effect.
Dimensional Rift. (3 Actions) The sphinx creates a rift in the weave, an invisible and immobile rift 10ft in diameter. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the sphinx can see or specify by distance and direction (such as “30 feet straight up”). While next to the rift, the sphinx can see through it and is considered to be next to the destination as well, and anything the sphinx puts through the rift (including a portion of its body) emerges at the destination. Only the sphinx can use the rift, and it lasts until the end of the sphinx's next turn.
After creating the rift, the sphinx can make a claw attack through it.
Lair and Lair Actions
Sphinx’s Lair
A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals.
Lair Actions
On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can’t use the same effect without choosing another effect first
- 1d6 dimensional rifts, momentarily open, each summoning a panther. The panthers are friendly to the Sphinx and each roll initiative.
- The sphinx and all creature it chooses, gain resistance to the damage from spells until initiative count 20 on the next round.
- Until initiative count 20 on the next round, any hostile creature that tries to cast a spell of 4th level or lower in the sphinx’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes 1d8 force damage per level of the spell, and the spell has no effect and is wasted.
Previous Versions
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9/9/2020 2:23:25 PM
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Coming Soon
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