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Sphinx, Gyno

Size
Large
Type
Monstrosity
Alignment
Lawful-Neutral
Armor Class
17
Speeds
40, fly 60
Strength Score
18
Dexterity Score
15
Constitution Score
16
Intelligence Score
18
Wisdom Score
18
Charisma Score
18
Skill Proficiencies
Arcana, History, Perception, Religion
Vision
True Sight (120ft)
Languages Ref
Common, Own
Hit Points
136
Condition Immunities
Charmed, Frightened
Resistances
Resistant to Non-Magical Damage, Immune to Psychic Damage
Languages
Aethyrian Common
Owlish

Languages Prep

Aethyrian Common
Owlish

Large monstrosity, lawful neutral


Armor Class 17 (natural armor)

Hit Points 136 (16d10+48)

Speed 40 ft., fly 60 ft.


STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
18 (+4)
WIS
18 (+4)
CHA
18 (+4)

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

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities psychic

Condition Immunities charmed, frightened

Senses truesight 120 ft., passive Perception 18

Languages Common, Sphinx

Challenge 11 (7,200 XP)

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.

Magic Weapons. The sphinx's weapon attacks are magical.

Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:

  • Cantrips (at will): mage hand, minor illusion, prestidigitation
  • 1st level (4 slots): detect magic, identify, shield
  • 2nd level (3 slots): darkness, locate object, suggestion
  • 3rd level (3 slots): dispel magic, remove curse, tongues
  • 4th level (3 slots): banishment, greater invisibility
  • 5th level (1 slot): legend lore

Actions

Multiattack. The sphinx makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

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 from its list of prepared spells, using a spell slot as normal.

Stat block from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.