Sphinx of Lore

2024 SRD

Large Celestial, Lawful Neutral

Armor Class: 17

Hit Points: 170 (20d10 + 60)

Speed: 40 ft., Fly 60 ft.

STR
18
DEX
15
CON
16
INT
18
WIS
18
CHA
18

Skills: Arcana +12, History +12, Perception +8, Religion +12

Damage Resistances:NecroticRadiant
Damage Immunities:Psychic

Condition Immunities: charmed, frightened

Senses: Truesight 120 ft.; Passive Perception 18

Languages: Celestial, Common

Challenge: 11

Traits

  • Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.
  • Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.

Actions

  • Multiattack. The sphinx makes three Claw attacks.
  • Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage.
  • Mind-Rending Roar (Recharge 5–6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx’s next turn.
  • Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Identify, Mage Hand, Minor Illu- sion, Prestidigitation 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues

Legendary Actions

  • Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.
  • Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can’t take this action again until the start of its next turn.