Monster
Sphinx of Lore
Official reference · XMM · 2024
- Creature type
- Celestial
- Size
- Large
- Armor class
- 17
- Hit points
- 170 (20d10 + 60)
- 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
- Initiative
- +10
- Skills
- arcana: +12; history: +12; perception: +8; religion: +12
- Senses
- Truesight 120 ft.
- Languages
- Celestial, Common
- Resistances
- necrotic, radiant
- Immunities
- psychic
- Condition Immunities
- charmed, frightened
Traits
Inscrutable
No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity 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 three Claw attacks.
Claw
Melee Attack: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage.
Mind-Rending Roar (Recharge 5–6)
Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx's next turn.
Legendary action uses: 3 (4 in its lair). 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
Arcane Prowl
The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.
Weight of Years
Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Success or Failure: The sphinx can't take this action again until the start of its next turn.
The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):
At will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation
1/day each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues
Regional effects
The region containing a sphinx of lore's or sphinx of valor's lair is altered by its presence, creating the following effects:
- Distant Sight: While in its lair, the sphinx can cast Clairvoyance, requiring no spell components and using the same spellcasting ability as its Spellcasting action. When cast this way, the spell's range is 1 mile.
- Infusion of Knowledge: Whenever the sphinx or one of its allies takes a Study action while within 1 mile of the lair, it adds 1d6 to any ability check it makes for that action.
If the sphinx dies or moves its lair elsewhere, these effects end immediately.