Inscrutable. The beast 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 beast's weapon attacks are magical.
Spellcasting. The beast is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). It requires no material components to cast its spells. The beast has the following cleric spells prepared:
Cantrips (at will): sacred flame, toll the dead, eldritch blast
1st level (4 slots): command, sanctuary, shield
2nd level (3 slots): mirror image, spiritual weapon
3rd level (3 slots): counterspell, fireball
4th level (3 slots): blight, wall of fire
5th level (2 slots): flame strike, danse macabre
6th level (1 slot): heal
7th level (1 slot): finger of death
8th level (1 slot): power word stun
Multiattack. The beast makes two claw attacks and one bite attack.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) slashing damage.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage, and the target must make a DC 20 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.
The beast 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 beast regains spent legendary actions at the start of its turn.
Bite Attack. The beast makes one bite attack.
Teleport (Costs 2 Actions). The beast 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). The beast casts a spell from its list of prepared spells, using a spell slot as normal.
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