Huge Monstrosity, Any Evil Alignment
Armor Class 17 (natural armor)
Hit Points 40 (19d10 + 7)
Speed 40 ft., Fly 60 ft.
STR
14 (+2)
DEX
13 (+1)
CON
10 (+0)
INT
5 (-3)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws DEX +3, CON +2, INT −1, WIS +3
Skills Arcana +9, Perception +10, Religion +15
Damage Vulnerabilities Fire
Damage Immunities Psychic
Condition Immunities Charmed, Frightened, Unconscious
Senses Truesight 120 ft., Passive Perception 20
Languages Common, Sphinx
Challenge 2 (450 XP)
Proficiency Bonus +2
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 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 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): banishment, freedom of movement

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

6th level (1 slot): heroes' feast

Actions

Leg Attack. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 13 (2d6+4") slashing damage.

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.

Bite. Melee attack: [rollable];{"diceNotation":" 1d12+1","rollType":"to hit","rollAction":"Claw"}[/rollable] to hit, reach 10 ft., one target. Hit: 17 (1d12+1") piercing damage. incapacitates the creature for 1 turn.

Venom: ranged attack: to hit, reach 10 ft., one target. Hit: 17 (1d4") poison damage. gives a poison affect that deals 1d4 every turn.

 

Lair and Lair Actions

A Sphinx’s Lair

A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals.

Lair Actions

On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx 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. The sphinx 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 (the sphinx’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 (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.
  • The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can’t use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.

Habitat: DesertForest

GavinPond

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