Combat Statistics

CR 11
Challenge Rating
7,200 XP
17
Armor Class
136
Hit Points
(16d10)
Speed: {"walk":40,"fly":60} ft.
Strength
18
(+4)
Dexterity
15
(+2)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
16
(+3)
Intelligence
18
(+4)
Wisdom
18
(+4)
Charisma
18
(+4)
Skills: Arcana +12, History +12, Perception +8, Religion +8
Damage Resistances: ["bludgeoning, piercing, and slashing from nonmagical weapons"]
Damage Immunities: ["psychic"]
Condition Immunities: [{"index":"charmed", "name":"Charmed", "url":"/api/2014/conditions/charmed"}, {"index":"frightened", "name":"Frightened", "url":"/api/2014/conditions/frightened"}]
Senses: Truesight 120 ft., Passive Perception 18 ft. passive Perception 18
Languages: ["Common", "Sphinx"]
Proficiency Bonus: +4

Special Abilities

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.

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 (at will): mage hand, minor illusion, prestidigitation - 1st level (4 slots): detect magic, identify, shield - 2nd level (3 slots): darkness, locate object, suggestion - 3rd level (3 slots): dispel magic, remove curse, tongues - 4th level (3 slots): banishment, greater invisibility - 5th level (1 slot): legend lore

Actions

Multiattack

The sphinx makes two claw attacks.

Claw

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Legendary Actions

The gynosphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The gynosphinx regains spent legendary actions at the start of its turn.

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 ft. 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.

Quick Reference

Legendary
Type: Monstrosity
Size: Large
Alignment: lawful neutral
Environment: Any

DM Tools

💰 Loot Generator

CR 11 | Challenge Rating: 11
Loot based on monster type, CR, and D&D 5e treasure guidelines

Similar Monsters

Ankheg
CR 2 • Large
Androsphinx
CR 17 • Large
Basilisk
CR 3 • Medium
Behir
CR 11 • Huge