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 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.