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.
- 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.