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.
Androsphinx
Large Monstrosity Lawful Neutral
- Saving Throws
- Dex +6, Con +11, Int +9, Wis +10
- Skills
- Arcana +9, Perception +10, Religion +15
- Damage Immunities
- psychic, bludgeoning, piercing, slashing from nonmagical attacks
- Condition Immunities
- charmed, frightened
- Senses
- truesight 120 ft., passive Perception 20
- Languages
- Common, Sphinx
- Environment
- desert
Traits
Inscrutable
Magic Weapons
The sphinx's weapon attacks are magical.
Spellcasting
Spellcasting
The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:
Cantrips
sacred flame
spare the dying
thaumaturgy
Level 1 (4 slots)
command
detect evil and good
detect magic
Level 2 (3 slots)
lesser restoration
zone of truth
Level 3 (3 slots)
dispel magic
tongues
Level 4 (3 slots)
banishment
freedom of movement
Level 5 (2 slots)
flame strike
greater restoration
Level 6 (1 slots)
heroes' feast
Actions
Multiattack
The sphinx makes two claw attacks.
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit:17 (2d10 + 6) slashing damage.
Roar (3/Day)
The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.
First Roar
Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Second Roar
Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Third Roar
Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
Legendary Actions
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.