Flying (30ft)
Inscrutable. The baby 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 baby sphinx's weapon attacks are magical
Spellcasting. The baby sphinx is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The baby sphinx has the following cleric spells prepared:
Cantrips (at will):sacred flame, spare the dying
1st level (3 slots):command, detect evil and good, detect magic
Nip. The baby sphinx attempts to bite. Meelee Attack: +5 to hit, reach 15ft, 1 target. Hit: 1d4 + 2 piercing damage.
Mew. The baby sphinx lets out a little roar.
Ranged Attack: +5 to hit, range 60 ft., All creatures in range must make a DC 15 Wisdom saving throw or take 1d4 psychic damage (guilt) and become charmed (because it's cute).
Cry. The baby sphinx cries out for help. All creatures within 60ft must beat a Wisdom DC 18 or becomecharmed. Additionally, creatures who fail this DC become hostile to any creature that attempts to cause the baby sphinx harm.
The baby sphinx can do 2 legendary action per round.
Wing swipe (Costs 1 Actions). The baby sphinx flaps its wings, hovers in the air, and then makes a 30ft meelee attack with its wings. On a hit (+5 to hit) target creatures takes 1d4 + 1 damage.
Cast a Spell (Costs 2 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
This baby sphinx is a tiny ball of fur, with little stubby wings and a tiny bit of fluff around its face.
Lair and Lair Actions
The baby sphinx's lair is the oasis created by its prized magic stone.
Lair Actions
On initiative count 20 (losing initiative ties), the baby sphinx takes a lair action to cause one of the following effects; the baby sphinx can’t use the same effect two rounds in a row:
- The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d4 years older or younger (the sphinx’s choice), but never any younger than 1 year old. A greater restoration spell can restore a creature’s age to normal.
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Posted Mar 6, 2021forgot to add: killing a baby sphinx automatically drops your allignment to evil (with whatever lawful/neutral/chaotic was there before). They're essentially helpless babies. However, if you can befriend one (which they are very open to), you get a pet androsphinx that can grow up with you as you level up!