Medium Humanoid (Human), Typically Neutral Good
Armor Class 14 (with bracers of protection)
Hit Points 86 (12d6 + 36)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
20 (+5)
WIS
8 (-1)
CHA
18 (+4)
Saving Throws INT +9, WIS +3
Skills Arcana +9, History +9, Performance +8
Damage Resistances Damage from Spells
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 9
Languages Common, Draconic, Elvish, Sphinx
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Magic Resistance. Cedric has advantage on saving throws against spells and other magical effects.

Inscrutable. A mind like a maze, impenetrable to mortal scrutiny Cedric gains the following traits.

  • Psychic Shield. You have resistance to psychic damage.
  • Sphinx's Shroud. You are immune to any effect that allows other creatures to sense your emotions or read your thoughts. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.

Spellcasting. Cedric is an 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +10 to hit with spell attacks). Cedric has the following wizard spells prepared:

Cantrips (at will): mage hand**, mind sliver, minor illusion, ray of frost, control water

1st level (4 slots): detect magic, feather fall, magic missile, shield

2nd level (3 slots): detect thoughts*, invisibility, misty step, mind spike*

3rd level (3 slots): counterspell, hypnotic pattern, major image

4th level (3 slots): arcane eye*, polymorph

5th level (3 slots): cone of cold, scrying*, wall of force

6th level (1 slot): globe of invulnerability

*When casting a divination spell of 2nd level or higher using a spell slot, regain one expended spell slot that is of a level lower than the spell you cast.

**No verbal or somatic components are required, the spectral hand is invisible.

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Roar (3/Day). Cedric roars for seemingly no reason. The two first roars do nothing, the third is accompanied by a DC 18 Wisdom check from Cedric. If successful, each enemy in a 500 ft radius 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.

The Third Eye. Cedric uses an action to increase his powers of perception. Gaining one of the following benefits, which lasts until he is incapacitated or takes a short or long rest.

  • Darkvision. You gain darkvision out to a range of 60 feet.
  • Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
  • Greater Comprehension. You can read any language.
  • See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.
Bonus Actions

Telekinetic Push. Cedric can telekinetically shove one creature he can see within 30 feet of his. When he does so, the target must succeed on a Strength saving throw (DC 17) or be moved 5 feet toward or away from Cedric. A creature can willingly fail this save.

Description

Androsphinxes are rarely on the receiving ends of transformative curses, though Cedric is positive that he was once a magical warden in the temple of some elven goddess whose name he cannot even remember. This allegedly was until he asked the wrong wizard a rather simple riddle. Embarrassed at his failure, the wizard turned this magical warden into a human, a rather faulty human with a patchy memory and an inability to stay in the present.

Of course, this could all be a delusion. Who knows? Who cares? Cedric's goal is to become a sphinx all the same.

Monster Tags: NPC

Habitat: Urban

Dagoth_Purr

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