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.
Gynosphinx
Large Monstrosity Lawful Neutral
- Skills
- Arcana +12, History +12, Perception +8, Religion +8
- Damage Resistances
- bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- psychic
- Condition Immunities
- charmed, frightened
- Senses
- truesight 120 ft., passive Perception 18
- Languages
- Common, Sphinx
- Environment
- desert
Traits
Inscrutable
Magic Weapons
The sphinx's weapon attacks are magical.
Spellcasting
Spellcasting
The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:
Cantrips
mage hand
minor illusion
prestidigitation
Level 1 (4 slots)
detect magic
identify
shield
Level 2 (3 slots)
darkness
locate object
suggestion
Level 3 (3 slots)
dispel magic
remove curse
tongues
Level 4 (3 slots)
banishment
greater invisibility
Level 5 (1 slots)
legend lore
Actions
Multiattack
The sphinx makes two claw attacks.
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:13 (2d8 + 4) slashing damage.
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.