Inscrutable. The Chronalmental 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 Chronalmental's weapon attacks are magical.
Spellcasting. The Chronalmental is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following spells prepared:
Cantrips (at will): sacred flame, thunderclap, Guidance
1st level (4 slots): Absorb Elements, Gift of Alacrity, Shield
2nd level (3 slots): lesser restoration, Nathair's Mischief
3rd level (3 slots): vampiric touch, Haste
4th level (3 slots): Shadow of Moil, Summon Elemental
5th level (2 slots): Temporal Shunt, circle of power
6th level (1 slot): freezing sphere
Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Drain. Ranged Attack: Range: 30ft Constitution Save (DC:18) On a fail: Creatures take 6d6 Necrotic Damage and lose half of the total damage from their max health. On a success: Creatures take half damage and don't lose from their max health.
The Chronalmental 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 Chronalmental makes one claw attack.
Drain(Costs 2 Actions). The Chronalmental uses its Drain ability
Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
Comments