Large Monstrosity, Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 40 ft., Fly 60 ft.
STR
20 (+5)
DEX
14 (+2)
CON
17 (+3)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Skills Arcana +6, Perception +7, Religion +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Truesight 60 ft, Passive Perception 17
Languages Common, Sphinx
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Magic Weapons. The sphinx's weapon attacks are magical.

Charge. If the sphinx moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a creature it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Multiattack. The sphinx makes one ram attack and one claw attack or two claw attacks.

Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Time Duplicate (1/day). The sphinx brings a past version of itself into the present. The version of itself must be time marked. It is an exact duplicate of the sphinx at that moment in time, except it cannot use Time Duplicate. The duplicate sphinx takes its turn right after the end of the original sphinx's turn. At the start of the original sphinx's next turn, one of the sphinx vanishes. The sphinx decides which one.

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.

Attack. The sphinx makes one attack.

Charge (Costs 2 Actions). The sphinx makes a full move and can make the ram attack action against a target.

Time Mark. The sphinx time marks itself. The time mark lasts for 1 minute. The sphinx can only have one time mark active at a time.

Description

These ram-headed sphinxes are the most likely of their kind to abandon neutrality and are sometimes of lawful good alignment, in contrast to their somewhat fiendish appearance. Associated with love and vigor, criosphinxes represent the sanguine side of creatures otherwise known for their phlegmatic attitudes.

Although less likely than hierocosphinxes to ignore divine commands, those unbound criosphinxes that do exist are more likely to interact with human society. Such criosphinxes are often attracted to serve human royalty or take on the mantle of leadership themselves. Many monuments and statues of sphinxes from antiquity may actually depict criosphinxes rather than the gynosphinxes they more resemble, with ancient artisans attempting to “humanize” these great figures for future generations.

Fallenhaze710

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