Large Monstrosity, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 40 ft., Fly 60 ft.
STR
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
14 (+2)
WIS
6 (-2)
CHA
18 (+4)
Saving Throws STR +9, CON +8
Skills Arcana +9, Religion +15
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Lightning, Psychic
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 7
Languages Common, Sphinx
Challenge 10 (5,900 XP)
Proficiency Bonus +4
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.

 

Actions

Multiattack. The Astrosphinx makes two claw attacks, two horn attacks and one bite attack

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:18 (4d6 + 4) piercing damage.

Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Chain Lightning (Recharge 5–6). The Astrosphinxshoots a bolt of lightning that arcs toward a target within 150 feet. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a DC16 Dexterity saving throw. The target takes 31 (9d6) lightningdamage on a failed save, or half as much damage on a successful one.

 

Third Roar. Sleep Gas (Recharge 5-6) The astrosphinx exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. 

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 Astrosphinx makes one claw attack.

Gore (3 Actions) The Astrosphinx moves 20 feet in a straight line and makes a Gore attack

Grapple (2 Actions) The Astrosphinx attempts to make a Grapple. It makes a Strength [Athletics] check against a Medium or smaller creature within 5 feet, that creature must make a Strength [Athletics] or Dexterity [Acrobatics] check higher than the astrosphinx’s check or be grappled by it.

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.

Habitat: Desert

SchrodingersNinja

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