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 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): darkness, locate object, suggestion
3rd level (3 slots): dispel magic, remove curse, tongues
4th level (3 slots): banishment, greater invisibility
5th level (1 slot): legend lore
Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
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.
would this be an acceptable or overpowered mount for an archmage, or a wizard with the stats of a lich but is living and is good. Also, the wizard would have no undead traits
If you're a player probably not unless things work very differently in your game world. They don't really leave their lairs and wouldn't really submit to being used as mounts.
If you're the DM, it's your game, man. It could certainly be an interesting NPC.
Going back in time would be a great plot hook. The world is ending, shattering apart. Your only hope is the sphinx sending you back 20-30 years. You are the last hope, Go back in time and stop this from happening! You know what happened, you just need to stop it.
I see there is a lot of murder hobo's in these comments lol :D
If you want a flying lionesque mount, you're better off with a felidar (winged variant) or winged lion.
Adding an intelligent mount that can cast spells to an archmage or lich enormously boosts the difficulty.
No you.
Am I the only one confused by why the gynosphinx don't have legendary resistance? I mean, in my campaign they do, but not in here.
All I've learned from the comments is that people think it's overpowered, or trust DMs to sabotage their own games or not have the creativity to make time travel very interesting and fun.
Ya'll must live in some awful campaigns, I'm sorry.
I couldn't agree more. People seem to think, as players, that their DMs would use this without having thought about why they're using it. And people seem to think, as DMs, that they haven't already considered why their players are in this world. The world is built and told by the players, mostly. Whatever happens in the future can be assumed on the fly. What happened in the past is something the players could give input to.
Mostly, I just ignore those kinds of comments. Much like I ignore the negative comments on sites like Amazon that are clearly out of left-field and have probably never even used the product before.
Why would it need legendary resistance? As has already been stated, there's really no reason to fight it. The point is to follow its quest and either be deemed worthy or not. It has time powers, it could just send you away. It's basically a god on that's allowed to exist in the mortal realm. The only reason it'd need legendary resistance is because you, the DM, want to have sphinx just out in the world living their life and getting attacked by people.
Sphinx are guardians and gods on earth. That's the long and short of it. If you think they need legendary resistance, perhaps you should reconsider why they're in your world.
If there is no reason to fight it, why give it a stat block at all? Maybe the sphinx wants to test the party's prowess in combat to determine weather they are worthy of the treasure they guard. Or maybe the party is foolish enough to challenge it. It's definitely weird that they don't have legendary resistance as a legendary creature.
The text: “The gynosphinx has the body of a lion but the head of a woman!”
The art: “So I really like Nala, okay?”
I'm hearing a lot of good points on this message board, but as anyone else noticed that this thing can attune to the robe of the archmage?