Monster
Sphinx of Judgment
Outside your table’s allowed sources
Official reference · GGR · 2014
- Creature type
- Monstrosity
- Size
- Large
- Armor class
- 17 (natural armor)
- Hit points
- 136 (16d10 + 48)
- Speed
- Walk 40 ft., Fly 60 ft.
- Challenge rating
- 11
- Alignment
- Lawful Neutral
- Strength
- 18
- Dexterity
- 15
- Constitution
- 16
- Intelligence
- 18
- Wisdom
- 18
- Charisma
- 18
- Passive Perception
- 18
- Skills
- arcana: +12; history: +12; perception: +8; religion: +8
- Senses
- truesight 120 ft.
- Languages
- Common, Sphinx
- Resistances
- resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Immunities
- psychic
- 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: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
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.
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:
Spell slots: 0: spells: friends, mage hand, message; 1: slots: 4; spells: command, ensnaring strike, shield; 2: slots: 3; spells: calm emotions, hold person, suggestion; 3: slots: 3; spells: clairvoyance, counterspell, dispel magic; 4: slots: 3; spells: banishment, divination; 5: slots: 1; spells: dominate person