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Sphinx of Lore

Size
Large
Type
Celestial
Challenge Rating
11
Source
System Reference Document 5.2.1
Alignment
Lawful-Neutral
Armor Class
17
Speeds
40, fly 60, swim 20, climb 20
Walking Speed
40
Swimming Speed
20
Climbing Speed
20
Flying Speed
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
Celestial, Common
Hit Points
170
Condition Immunities
Charmed, Frightened
Resistances
Resistant to Necrotic Damage, Resistant to Radiant Damage, Immune to Psychic Damage
Languages
Celestial, Aethyrian Common

Large celestial, lawful neutral


Armor Class 17 (natural armor)

Hit Points 170 (20d10 + 60)

Speed 40 ft., climb 20 ft., fly 60 ft., swim 20 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 +12

Damage Resistances necrotic, radiant

Damage Immunities psychic

Condition Immunities charmed, frightened

Senses truesight 120 ft., passive Perception 18

Languages Celestial, Common

Challenge 11 (7,200 XP)

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.

Stat block from the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.