Large Monstrosity, Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 199 (19d10 + 95)
Speed 40 ft., Fly 60 ft.
STR
22 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
20 (+5)
WIS
18 (+4)
CHA
23 (+6)
Saving Throws DEX +6, CON +11, INT +11, WIS +10
Skills Arcana +9, Perception +10, Religion +9
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 20
Languages Common, Sphinx, Telepathy
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Inscrutable. Azor is immune to any effect that would sense its emotions or read his thoughts, as well as any divination spell that he refuses. Wisdom (Insight) checks made to ascertain Azor's intentions or sincerity have disadvantage.

Magic Weapons. Azor's weapon attacks are magical.

Spellcasting. Azor is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). He requires no material components to cast its spells. Azor has the following cleric spells prepared:

Cantrips (at will): sacred flame, spare the dying, thaumaturgy

1st level (4 slots): command, detect evil and good, detect magic

2nd level (3 slots): lesser restoration, zone of truth

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

4th level (3 slots): improved counterspell*, freedom of movement

5th level (2 slots): dominate person, greater restoration

6th level (1 slot): heroes' feast

Actions

Multiattack. Azor makes two claw attacks.

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

Roar (3/Day). Azor emits a magical roar. Each time he roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of Azor and able to hear the roar must make a saving throw.

First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Third 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.

Reactions

Improved Counterspell. Azor can attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 4th level or lower, its spell fails and has no effect. If it is casting a spell of 5th level or higher, he makes an ability check using his spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels. When Azor casts this spell using a spell slot of 5th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot he used.

Preemptive Shield (3/Day). Azor can cast the spell shield without expending a spell slot.

Legendary Actions

Azor 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. Azor makes one claw attack.

Teleport (Costs 2 Actions). Azor 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). Azor casts a spell from its list of prepared spells, using a spell slot as normal.

Lair and Lair Actions

Azor’s Lair

Azor presides over Useless Island, banished there by the magic of Jace, the Living Guildpact.

Lair Actions

On initiative count 20 (losing initiative ties), Azor can take a lair action to cause one of the following magical effects; Azor 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. Azor 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 (Azor’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 (Azor’s choice). Only Azor 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.

Previous Versions

Name Date Modified Views Adds Version Actions
3/19/2019 12:34:02 PM
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Coming Soon
KlokwerkTitan

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