Medium Monstrosity, Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 127 (17d8 + 51)
Speed 40 ft., fly 60 ft.
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
14 (+2)
WIS
16 (+3)
CHA
21 (+5)
Saving Throws DEX +4, CON +7, INT +6, WIS +7
Skills Arcana +6, Perception +7, Religion +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Truesight 60 ft., Passive Perception 17
Languages Common, Sphinx
Challenge 10 (5,900 XP)
Proficiency Bonus +4
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 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

Actions

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.

 

Habitat: Desert

TheyWhoEnterTaverns

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