Androsphinx

Large Monstrosity. CR 17, AC 17, 284 HP. Traits: Inscrutable, Magical Claws, Monstrosity Resilience.

Armor class
17
Hit points
284
Challenge
17
Creature type
Monstrosity
Size
large
Legendary
Yes

Stat block

Cha
22
Con
32
Dex
20
Int
28
Str
22
Wis
30
Speed
Fly: 60; Walk: 40
Senses
truesight 120 ft.
Skills
Actions
  • Multiattack. The sphinx makes four Claw or Arcane Bolt attacks. It can replace one attack with a use of Spellcasting.
  • Claw. _Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 17 (2d10+6) slashing damage plus 9 (2d8) force damage.
  • Arcane Bolt. _Ranged Spell Attack:_ +12 to hit, range 120 ft., one target. _Hit:_ 24 (4d8+6) force damage.
  • Spellcasting. The sphinx casts one of the following spells, requiring no material components and using WIS as the spellcasting ability (spell save DC 18).<br>At will: _command_, _detect evil and good_, _thaumaturgy_<br>3/day each: _dispel magic_, _restoration_, _tongues_, _zone of truth_<br>2/day each: _freedom of movement_, _greater restoration_<br>1/day: _heal_
Languages
Common,Sphinx
Saving throws
Wisdom: 10; Charisma: 6; Strength: 6; Dexterity: 5; Constitution: 11; Intelligence: 9
Damage immunities
psychic; bludgeoning,piercing,and slashing damage from nonmagical attacks,charmed,frightened
Legendary actions
  • Teleport. The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
  • Cast a Spell (Costs 2 Actions). The sphinx uses Spellcasting.
  • Lacerating Swipe (Costs 2 Actions). The sphinx rears up on its hind legs, wings fluttering, and swipes in a wide arc with both its forepaws. Each creature in a 15-foot cone must succeed on a DC 18 DEX save or take 11 (2d10) slashing damage and suffer a bleeding wound. A creature with a bleeding wound loses 5 (1d10) HP at the start of each of its turns. Any creature can take an action to stanch the wound with a successful DC 18 WIS (Medicine) check. The wound also closes if the bleeding creature receives magical healing.
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. WIS (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
  • Magical Claws. The sphinx's Claw attacks are magical. When the sphinx hits with a Claw attack, the Claw deals an extra 2d8 force damage (included in the attack).
  • Monstrosity Resilience. The sphinx is resistant to exhaustion and to the frightened condition.
Damage resistances
Monstrosity Resilience

Source and licence

From Black Flag Reference Document.

Licence: ORC License.

Every licence notice Tavern Bag relies on.