Bestiary · Celestial

PR 9

Sphinx

A sphinx is set to keep one thing and keeps it for as long as the thing exists. It will let a visitor pass on terms it sets, and the terms are rarely about strength. It always knows the location and condition of the thing it keeps.

Sphinx, drawn at Large scale
Physiology
Celestial
Size
Large
Speed
40 ft., fly 60 ft.
Armor class
17 (natural armor)
Hit points
157 (15d10 + 75)
Proficiency
+4
  • STR 22 +6 save +6
  • DEX 10 +0 save +0
  • CON 20 +5 save +5
  • INT 16 +3 save +3
  • WIS 18 +4 save +4
  • CHA 23 +6 save +6
Skills
Arcana +7 , History +7 , Perception +8 , Religion +7
Passive Perception
18
Senses
truesight 120 ft.
Languages
Common, Solir
Damage resistances
radiant
Damage immunities
psychic
Condition immunities
charmed , frightened
Found in
Settlement , Desert

Traits

  • Inscrutable

    The sphinx is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks made to determine its intentions are made with disadvantage.

  • Set to Keep

    Knows the exact location and condition of whatever it was set to guard, at any distance on the same plane.

Actions

  • Multiattack

    The sphinx makes two Claw attacks.

  • Claw

    +10 to hit · reach 5 ft.

    3d8 + 6 slashing damage

    A swipe of its claws.

  • Roar

    DC 18 Wisdom save

    The sphinx roars, and each creature within 500 feet that can hear it makes a Wisdom saving throw or is Frightened for 1 minute. The sphinx can use this action three times per day, and the third roar deals 44 thunder damage to a creature that fails the save.