Inscrutable. The sphinx and her warlock 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.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 -2) slashing damage, the target must make a DC 13 Wisdom saving throw, taking 8 (2d6) psychic damage on a failed save, or half as much damage on a successful one.
Roar (1/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 100 feet of the sphinx and able to hear the roar must make a saving throw.
First Roar. Each enemy creature that fails a DC 14 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.
Invisibility. The Sphinx magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell).
Heart Sight. The Sphinx touches a creature and magically knows the creature's current emotional state. If the target fails a DC 12 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Comments