Sphinx of Valor
2024 SRD
Large Celestial, Lawful Neutral
Armor Class: 17
Hit Points: 199 (19d10 + 95)
Speed: 40 ft., Fly 60 ft.
STR
22
DEX
10
CON
20
INT
16
WIS
23
CHA
18
Saving Throws: DEX, CON, INT, WIS
Skills: Arcana +9, Perception +12, Religion +15
Damage Immunities:Psychic
Condition Immunities: charmed, frightened
Senses: Truesight 120 ft.; Passive Perception 22
Languages: Celestial, Common
Challenge: 17
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 two Claw attacks and uses Roar.
- Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage.
- Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest):
- First Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute. Second Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Third Roar. Constitution Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: 44 (8d10) Thunder damage, and the target has the Prone condition. Success: Half damage only.
- Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20): At Will: Detect Evil and Good, Thaumaturgy 1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes’ Feast, Zone of Truth
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.