Sphinx of Lore
Large · Celestial · Lawful Neutral
HP170
AC17
CR11
Speed Fly 60 ft., 40 ft.
Ability Scores
STR18 (+4)
DEX15 (+2)
CON16 (+3)
INT18 (+4)
WIS18 (+4)
CHA18 (+4)
Details
Initiative +10 (20) Skills Arcana +12, History +12, Perception +8, Religion +12 Resistances Necrotic, Radiant Immunities Psychic; Charmed, Frightened Senses Truesight 120 ft.; Passive Perception 18 Languages Celestial, Common
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 Illusion, 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.
All text above is reproduced verbatim from the D&D 5e 2024 SRD. No AI interpretation.