Sphinx of Lore

Large Celestial, Lawful Neutral

AC 17    Initiative +10 (20)
HP 170 (20d10 + 60)
Speed 40 ft., Fly 60 ft.

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

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
CR 11 (XP 7,200, or 8,400 in lair; PB +4)

Traits

  • Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks to determine 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

Legendary Actions
Legendary Action Uses: 3 (4 in Lair). The sphinx regains all expended uses at the start of its turn. It can take one of the following actions after another creature’s turn:

  • Arcane Prowl. The sphinx teleports up to 30 feet and makes one Claw attack.
  • Weight of Years. Constitution Saving Throw DC 16, one creature within 120 feet.
    Failure: The target gains 1 level of Exhaustion and appears 3d10 years older.
    Note: Can’t use again until the start of the sphinx’s next turn.
DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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