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 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 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): spare the dying, thaumaturgy
1st level (4 slots): command, detect evil and good
2nd level (3 slots): lesser restoration
3rd level (2 slots): dispel magic
Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
Roar (3/Day). Each creature within 300 feet of the sphinx and able to hear it must make a DC 15 Wisdom saving throw. On a failed save, a creature 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.







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