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
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.
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.
A 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 an effect again until it finishes a short or long rest:
- The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.
- The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 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.
- The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time.
- The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can’t use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.
Sphinx of Black Quartz Judge My Vow.
Straight up looks like the lion from Narnia :)
Yes. Also, there needs to be a warlock pact with Aslan.
Wouldn't that be Celestial Patron?
Why is the andro sphinx a monstrosity? And not a celestial??? They are divine guardians! I see no reason they wouldnt be
I have I riddle that I bet the sphinx couldn't solve,
If Pinocchio said "My nose will grow", what would happen
the decision to make sphinxes a monstrosity and not a celestial was probably made on the the fly because of its appearance. Other creatures such as owlbears and minotaurs that have the head of something and the body of something else are monstrosities so if you follow the pattern then sphinxes are monstrosities. This doesn't help explain why coutals are celestial while tressym are monstrosities even though they are literally just animals with wings. I just want a pet cat that can fly but there aren't any spells that summon monstrosities
So, are we just not gonna talk about the lair actions? Changing a PC's age could be nasty, especially depending on their race, but that one at least has a save. But a sphinx can just yeet the party either 10 years into the future or 10 years into the past, that could be game shattering. Like, most games don't go over 10 years in game, you could easily wind up with a Samurai Jack situation where the party gets hurled into the future where a big bad already won due to their absence. Not to mention that if they kill the sphinx afterward they're left with no way to return on their own. They could maybe find another sphinx and persuade it to return them to their own time (or depending on the party they might try to just go real far into either the future or the past, the sphinx's only limit is 10 years per short or long rest). In a similar vein the sphinx's ability to just take everyone somewhere else is incredibly powerful. The sphinx can just decide the fight is happening in The Abyss now, plus, it doesn't have to actually take the party back with it when it returns. Also there's the same thing of if the party kills the sphinx and gets trapped wherever it sent them, although at least plane shifting is easier for them to do on their own than time traveling would be. Now, I know that generally sphinxes aren't going to strand parties in the future or random planes because their purpose is to test heroes rather than dispose of them and/or The DM doesn't want to break the game. But still, I feel like people don't talk about this enough.
If the phrazing is "my nose will grow" that indicates that at some point in pinocchio's life his nose will grow which is statistically probable therefore it will not grow. If the phrazing is "my nose will NOW grow" the nose will wait for a while and grow at a later point in time
“my nose will grow”
I think that’s a paradox not a riddle
the decision to make sphinxes monstrosities is probably rooted in the fact that they are quintessential mythological monsters in multiple ways, those being that they're unnaturally occurring, a combination of multiple different animals, and divine messengers, all of which fall under the classical definition of a monster.
"My nose will grow."
I don't think anything would happen because there's a difference in lying and being wrong. Also, that statement doesn't have a time frame, so it COULD happen at any point making it true.
Sorry, I guess I'm just being a stinker.
"What loses its name after you speak it?"
He will tell a lie at some point, so it will grow. Just not imminently after saying that.
A secret?
You have passed the first trial
A secret.
Familiar for high levels
"The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger".
If someone were affected by say, Feeblemind or another instantaneous affect that allows them a time-based saving throw (in this case, once every 30 days), would they be allowed to instantly make a dozen saving throws say if the d20 was a 1, for example?
if someone believes a lie to be the truth, are they lying when spreading said lie? no, because lies are dependent on information that has been deamed "true" therefore, whether or not his nose grows would be dependant on what he believes. or ya know he just blows up, either one 🤷