Huge Undead, Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 199 (19d10 + 95)
Speed 40 ft., fly 60 ft.
STR
22 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
18 (+4)
WIS
24 (+7)
CHA
23 (+6)
Saving Throws DEX +6, CON +11, INT +10, WIS +13
Skills Arcana +9, Perception +10, Religion +15
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Petrified, Poisoned
Senses Truesight 120 ft., Passive Perception 20
Languages Common, Sphinx
Challenge 17 (18,000 XP)
Proficiency Bonus +6
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.

Innate Spellcasting. The sphinx's innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). The sphinx can innately cast the following spells, requiring no material components:

At will: clairvoyance, detect thoughts, suggestion

3/day each: confusion, mass suggestion, modify memory

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

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 21, +13 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, toll the dead

1st level (4 slots): command, detect evil and good, detect magic, detect thoughts, identify

2nd level (3 slots): augury, lesser restoration, suggestion, zone of truth

3rd level (3 slots): dispel magic, nondetection, speak with dead, spirit guardians, tongues

4th level (3 slots): arcane eye, banishment, confusion, freedom of movement

5th level (2 slots): flame strike, greater restoration, legend lore, modify memory, scrying

6th level (1 slot): heroes' feast

Twin Sphinxes.  Zenophon and his brother Xarus are twins and share a special connection. The two sphinxes can communicate telepathically with each other as long as they are on the same plane of existence. While the two are on the same plane of existence, they have the following additional benefits:

  • The two sphinxes both roll initiative but share each other's initiative scores. Each round, the sphinxes can choose which one takes their turn on each of their two initiative results. Zenophon and Xarus must both take a turn each round while both are conscious. However, if one of the two sphinxes is incapacitated, the other can take two turns each round until the condition ends.
  • The sphinxes can share their hit points with each other. On their turn, a twin can take any amount of damage equal to half its current hit points or less to restore an equal number of hit points to the other twin. The damage taken by the first sphinx can't be reduced or avoided in any way. This ability is a free action.
  • While the two sphinxes are within 30 feet of each other, they both have resistance to all damage other than radiant and are immune to the blindeddeafenedparalyzed, and stunned conditions.
  • While the two sphinxes are within 1,000 feet of each other, they both emit a particular aura: Zenophon has the Aura: Wind and Xarus has the Aura: Earth traits respectively.

Aura: Earth. The ground within a 120 foot radius of Xarus is difficult terrain for creatures other than Xarus. Whenever a creature enters the area for the first time on its turn or starts its turn there, if the creature is concentrating on a spell it must make a DC 17 Constitution saving throw. On a failed save, the creature's concentration is broken.

At the start of each of Xarus' turns, all creatures of his choice within the aura that are Large or smaller must make a DC 17 Strength saving throw as a hand made from compacted earth rises and attempts to grab it. On a failed save, a creature takes 9 (2d8) bludgeoning damage and is grappled (escape DC 17) by the hand until the start of Xarus' next turn.

A creature that fails its saving throw against this aura is unaffected by the pushing effect of Zenophon's aura as long as it is grappled by a hand.

A creature can use its action to attempt to escape being grappled by an earthen hand. A hand is an object with 20 hit points, 15 AC, immunity to poison and psychic damage, and vulnerability to thunder damage.

Actions

Multiattack. The sphinx makes two claw attacks. Xarus can use quake before or after making his claw attacks.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Roar (3/Day). The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.

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.

Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Quake(Recharge 4-6). Xarus roars and causes the ground within 120 feet of him to begin shaking at faster and faster speed. At the start of his next turn, all creatures of Xarus' choice who are not affected by the Uplifted effect of Zenophon's Tornados automatically take 45 (10d8) bludgeoning damage and are restrained by fissures that open beneath their space. A creature restrained by a fissure can use its action to make a DC 15 Strength (Athletics) check, freeing itself from the fissure and ending the condition on a success.

When Xarus uses this action, 1d6+2 areas of rumbling earth appear in random unoccupied spaces within 120 feet of him. Each area is a cylinder with diameter of 10 feet and is 50 feet high. Whenever a creature moves into one of these cylinders for the first time on its turn or starts its turn there, it is pulled to the ground if it is flying or levitating and gains the special Leaden condition. Xarus can designate creatures as being unaffected by these cylinders.

This action shares its recharge with Zenophon's Tornados action.

Leaden. A creature affected by this condition has its movement speed reduced by 10 feet and temporarily loses any flying speed or effects that allow a creature to move without touching the ground. The creature is immune to wind related effects that would knock it prone, but has disadvantage on saving throws against any magical or nonmagical effects related to earth, such as Xarus' aura. A creature affected by this condition can choose to make a DC 15 Charisma saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The sphinx can take 3 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.

Cast a Spell (Costs 3 Actions). The sphinx casts a spell.

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.
MrFyr