Sphinx of Valor
Large Celestial, Lawful Neutral
AC 17 Initiative +12 (22)
HP 199 (19d10 + 95)
Speed 40 ft., Fly 60 ft.
Ability Scores
STR 22 (+6) Save +6 DEX 10 (+0) Save +6 CON 20 (+5) Save +11
INT 16 (+3) Save +9 WIS 23 (+6) Save +12 CHA 18 (+4) Save +4
Skills Arcana +9, Perception +12, Religion +15
Resistances Necrotic, Radiant
Immunities Psychic; Charmed, Frightened
Senses Truesight 120 ft.; Passive Perception 22
Languages Celestial, Common
CR 17 (XP 18,000, or 20,000 in lair; PB +6)
Traits
- Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Insight checks to determine its intentions 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 two Claw attacks and uses Roar.
- Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) slashing damage.
- Roar (3/Day). Each roar has a unique effect and must be used in sequence. Resets on Long Rest.
- First Roar: Wisdom Saving Throw DC 20, 500-ft. emanation. Failure: Frightened for 1 minute.
- Second Roar: Wisdom Saving Throw DC 20, 500-ft. emanation. Failure: Paralyzed. Repeat save at end of turns. Ends automatically after 1 minute.
- Third Roar: Constitution Saving Throw DC 20, 500-ft. emanation. Failure: 44 (8d10) Thunder damage + Prone. Success: Half damage.
- Spellcasting. Wisdom is the spellcasting ability (spell save DC 20):
At Will: Detect Evil and Good, Thaumaturgy
1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes’ Feast, Zone of Truth
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Regains all expended uses at the start of its turn. Can take one of the following actions after another creature’s turn:
- Arcane Prowl. Teleports up to 30 ft. to a space it can see and makes one Claw attack.
- Weight of Years. Constitution Saving Throw DC 16. Failure: Target gains 1 level of Exhaustion and appears 3d10 years older. Can’t use this again until next turn.