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
- 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.
Failure: 35 (10d6) psychic damage and the Incapacitated condition until the start of the sphinx’s next turn. - Spellcasting. The sphinx uses Intelligence (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
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.