| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 17 | +3 | +3 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +2 |
| WIS | 12 | +1 | +1 |
| CHA | 11 | +0 | +0 |
Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.
Fiendish Aura. Any good-aligned creature within 15 feet of the Sphinx has -2 on attack rolls against any fiend and -3 on saving throws against necrotic damage attacks.
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 11 (2d8 + 3) Slashing damage plus 7 (2d6) Necrotic damage.
Roar of Fear. Ranged spell attack, hits all non-fiend creatures within 20 ft. Targets must make a DC 15 Wisdom saving throw or become Frightened for 1D6 rounds and take 1D4 Force damage.
Summon Weak Demon (1/Day). Makes a DC 15 Charisma saving throw. If it succeeds, it successfully summons 1 Quasit or 8 Manes.
Burst of Fiendish Cunning (2/Day). Trigger: A creature within 30 feet fails an ability check or a saving throw. Response: The sphinx deals necrotic damage equal to the DC of the check to the creature that failed it and any creature within 5 ft. of it. Evil aligned creatures are instead healed for half the DC (round down if odd.)
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