Large Monstrosity, Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 200 (19d10 + 95)
Speed 40 ft., Fly 60 ft.
STR
22 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
23 (+6)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws DEX +6, CON +11, INT +12, WIS +10
Skills Arcana +18, History +18, Insight +10, Perception +10, Religion +18
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 20
Languages All
Challenge 17 (18,000 XP)
Proficiency Bonus +6
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.

Spellcasting. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx 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): earthbind, lesser restoration, zone of truth

3rd level (3 slots): dispel magic, tongues, wall of sand

4th level (3 slots): banishment, freedom of movement

5th level (2 slots): flame strike, greater restoration, insect plague

6th level (1 slot): heroes' feast

Actions

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.

Roar (3/Day). The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. A creature that is deafened does not have to make a save.

First Roar. Each creature makes a DC 18 Wisdom saving throw. On a failed save, a creature takes 11(2d10) Psychic damage and is frightened. 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 makes a DC 18 Wisdom saving throw. On a failed save, a creature takes 22(4d10) Psychic damage and is mind whipped. A frightened creature has disadvantage on this saving throw. A mind whipped creature 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. A creature that is frightened or mind whipped has disadvantage on this saving throw. A creature that is both frightened and mind whipped automatically fails the saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is pushed 15 feet backwards and knocked prone. On a successful save, the creature takes half as much damage and isn't pushed or knocked prone.

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 sphinx makes one claw attack.

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

Lair and Lair Actions

Lux’s Lair

Lair Actions

On initiative count 20 (losing initiative ties), Lux can take a lair action to cause one of the following magical effects; Lux can’t use an effect again until they finishes a short or long rest:

    • The flow of time is altered such that Lux can give themselves a +5 to initiative.
    • Lux can reverse time on themselves, either removing one condition from themselves, or healing 50 hit points.
    • 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.
    • Lux shifts itself and up to seven other creatures it can see within their lair to another plane of existence. Once outside its lair, Lux can’t use lair actions, but they can return to its lair as a bonus action on its turn, taking up to seven creatures with them.

Habitat: Desert

Humanbeing_7

Comments

Posts Quoted:
Reply
Clear All Quotes