Combat Statistics

CR 17
Challenge Rating
18,000 XP
17
Armor Class
199
Hit Points
(19d10)
Speed: {"walk":40,"fly":60} ft.
Strength
22
(+6)
Dexterity
10
(+0)
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
20
(+5)
Intelligence
16
(+3)
Wisdom
18
(+4)
Charisma
23
(+6)
Skills: Arcana +9, Perception +10, Religion +15
Damage Resistances: []
Damage Immunities: ["psychic", "bludgeoning, piercing, and slashing from nonmagical weapons"]
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 20 ft. passive Perception 20
Languages: ["Common", "Sphinx"]
Proficiency Bonus: +6

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 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: - Cantrips (at will): sacred flame, spare the dying, thaumaturgy - 1st level (4 slots): command, detect evil and good, detect magic - 2nd level (3 slots): lesser restoration, zone of truth - 3rd level (3 slots): dispel magic, tongues - 4th level (3 slots): banishment, freedom of movement - 5th level (2 slots): flame strike, greater restoration - 6th level (1 slot): heroes' feast

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

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 ft. of the sphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Legendary Actions

The androsphinx 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 androsphinx 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

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CR 17 | Challenge Rating: 17
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