Large Monstrosity, Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 175 (18d10 + 76)
Speed 40 ft., Fly 60 ft.
STR
22 (+6)
DEX
16 (+3)
CON
18 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
11 (+0)
Skills Athletics +10, Perception +5
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 15
Languages Common, Sphinx
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Diving Charge. If the sphinx is flying and dives least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 17 (2d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength or knocked prone. If the target's saving throw fails by 5 or more, the target is also stunned until the end of its next turn.

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.

Actions

Multiattack. The sphinx makes two attacks: two with its claws and one to gore. If both claw attacks hit the same creature, the target takes an extra 9 (2d8) slashing damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) percing damage.

Goring Rush (Recharge 5-6). The sphinx moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the sphinx enters must succeed on a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the sphinx's path. On a failed save, the creature takes 17 (2d10 + 6) bludgeoning damage and falls prone. If the sphinx remains in the prone space, the creature is also restrained until it's no longer in the same space as the sphinx. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the sphinx and is no longer restrained.

Description

The criosphinx is an ill-tempered and ill-mannered ram-headed sphinx whose only objective is to become the alpha of its territory. It spends most of its time driving off other male sphinxes and hunting for a gynosphinx mate with.

Monster Tags: monstrosity

Habitat: Desert

SadHorizon

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