Large Construct, Neutral
Armor Class 16 (natural armor)
Hit Points 160 (18d10 + 62)
Speed 40 ft., Fly 60 ft.
STR
20 (+5)
DEX
13 (+1)
CON
18 (+4)
INT
16 (+3)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws DEX +6, CON +9, INT +8, WIS +9
Skills Arcana +9, Perception +10, Religion +15
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 20
Languages Common, Sphinx
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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 Charisma (spell save DC 20, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following sorcerer spells prepared:

Cantrips (at will): create bonfire, poison spray, infestation

1st level (4 slots): [Tooltip Not Found], chaos bolt, detect magic

2nd level (3 slots): scorching ray, detect thoughts

3rd level (3 slots): dispel magic, fear

4th level (3 slots): banishment, sickening radiance

5th level (2 slots): cone of cold, immolation

6th level (1 slot): sunbeam

Jackbot. The sphinx has a pool of 50,000 tokens in its body. 

Actions

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Slots. The sphinx rolls the slots on its chest. Have a player roll a d6. The value of the roll determines its effects. 

Tokens. The sphinx jettisons a spray of tokens l in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21  piercing damage on a failed save, or half as much damage on a successful one.

Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

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.

Eye. The sphinx uses its turn to teleport to an unoccupied space it can see. You then roll again. If Eye is rolled again, the sphinx instead casts a cantrip

Sun. The sphinx casts a spell of DMs choice.

Chest. The sphinx eye's glow and a pile of 500 tokens fall to the floor, able to be picked up. Each time Chest is rolled, the pile grows another 500 tokens. 

 

Legendary Actions

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.

Lair and Lair Actions

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.
GuiltyMonoykus

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