THE SHARED REFERENCE Adventurer

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.

Spellcasting

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.

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