Small Monstrosity, Chaotic Neutral
Armor Class 14 Natural
Hit Points 50 (50d8)
Speed 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
12 (+1)
INT
16 (+3)
WIS
16 (+3)
CHA
16 (+3)
Senses Truesight, Passive Perception 14
Languages Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Baby Great Sphinx

Magic Resistance. The Baby Sphinx has advantage on saving throws against spells and other magical effects.

Inscrutable. The Baby 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 Baby Sphinx’s intentions or sincerity have disadvantage.

Wise Beyond Years. The Baby Sphinx has a heightened awareness that allows for it to have advantage on Wisdom (Perception) saving throws.

Magic Weapons. The sphinx's weapon attacks are magical.

Spellcasting. The sphinx is a 6th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 6, +3 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): guidance, spare the dying, thaumaturgy

1st level (4 slots): command, detect evil and good, detect magic, create or destroy water

2nd level (3 slots): blindness/deafness, enhance ability, gentle repose, locate object

3rd level (3 slots): dispel magic, tongues, blink, clairvoyance, create food and water, hypnotic pattern, remove curse

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

5th level (2 slots): destructive wave, mislead

 

 
Actions

Claw. Melee Weapon attack. +3 to hit., reack 5 ft., one target. Hit: 5 (1d6 + 4) slashing damage.

Heart Sight. The Baby Sphinx touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the Baby Sphinx also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility. The Baby Sphinx magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the Baby Sphinx wears or carries is invisible with it.

Reactions

Question: "What is it that given one, you'll have either two or none?"

  Answer: "A choice:"

What cries but has no voice, What flutters but has no wings, what bites but has no teeth, What mutters but has no mouth?

Answer: The Wind

A man stands on one side of a river, his dog on the other side of the river. The man calls to his dog who comes to him immediately without crossing a bridge nor getting wet. How does he do this?

Answer: The river is frozen 

What is yours but mainly used by others? 

Answer: Your Name

What goes up, but never back down? 

Answer: Your age

What goes all around the world but never leaves the corner? 

Answer: A Stamp

When the Baby Sphinx takes damage, it may use its reaction to tell the attacking creature a riddle. If the Attacking creature answers the riddle incorrectly, they take 8 (2d6+4) Psychic damage. 

Legendary Actions

The sphinx can take 2 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.

eugeniabaker927

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