THE SHARED REFERENCE Adventurer

Monster

Amonkhet Sphinx

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Official reference · PSA · 2014

Creature type
Monstrosity
Size
Large
Armor class
17 (natural armor)
Hit points
199 (19d10 + 95)
Speed
Walk 40 ft., Fly 60 ft.
Challenge rating
17
Alignment
Lawful Neutral
Strength
22
Dexterity
10
Constitution
20
Intelligence
16
Wisdom
18
Charisma
23
Passive Perception
20
Saving Throws
dex: +6; con: +11; int: +9; wis: +10
Skills
arcana: +9; perception: +10; religion: +15
Senses
truesight 120 ft.
Languages
Common, Sphinx
Immunities
psychic, immune: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Condition Immunities
charmed, frightened

Traits

Inscrutable

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.

Magic Weapons

The sphinx's weapon attacks are magical.

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.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

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.

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:

Spell slots: 0: spells: sacred flame, spare the dying, thaumaturgy; 1: slots: 4; spells: command, detect evil and good, detect magic; 2: slots: 3; spells: lesser restoration, zone of truth; 3: slots: 3; spells: dispel magic, tongues; 4: slots: 3; spells: banishment, freedom of movement; 5: slots: 2; spells: flame strike, greater restoration; 6: slots: 1; spells: heroes' feast

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