Greater Sphinx

Huge Monstrosity. CR 17, AC 20, 220 HP. Traits: Inscrutable, Legendary Resistance, Innate Spellcasting.

Armor class
20
Hit points
220
Challenge
17
Creature type
Monstrosity
Size
Huge

Stat block

Cha
20
Con
18
Dex
14
Int
18
Str
22
Wis
22
Speed
Fly: 60; Walk: 40
Senses
truesight 120 ft., passive Perception 20
Skills
Arcana: 8; History: 8; Religion: 8; Perception: 10
Actions
  • Multiattack. The sphinx attacks twice with its claw.
  • Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
  • Dispel Magic (3rd-Level; V, S). The sphinx scours the magic from one creature object or magical effect within 120 feet that it can see. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot the sphinx makes a Wisdom ability check (DC 10 + the spells level) for each one ending the effect on a success.
  • Flame Strike (5th-Level; V, S). A column of divine flame fills a 10-foot-radius 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 18 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.
  • Roar (3/Day). The sphinx unleashes a magical roar. Each time it roars before taking a long rest its roar becomes more powerful. Each creature within 300 feet of the sphinx that can hear it makes a DC 18 Constitution saving throw with the following consequences:
  • First Roar: A creature that fails the saving throw is frightened for 1 minute. It can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.
  • Second Roar: A creature that fails the saving throw takes 22 (4d10) thunder damage and is frightened for 1 minute. On a success the creature takes half damage. While frightened by this roar the creature is paralyzed. It can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.
  • Third Roar: A creature that fails the saving throw takes 44 (8d10) thunder damage and is knocked prone. On a success the creature takes half damage.
Languages
Celestial, Common, telepathy 120 ft.
Saving throws
Wisdom: 10; Dexterity: 6; Constitution: 8; Intelligence: 8
Damage immunities
psychic; damage from nonmagical weapons
Special abilities
  • Inscrutable. The sphinx is immune to divination and to any effect that would sense its emotions or read its thoughts. Insight checks made to determine the sphinxs intentions are made with disadvantage.
  • Legendary Resistance (1/Day). Each greater sphinx wears a piece of jewelry, such as a crown, headdress, or armlet. When the greater sphinx fails a saving throw, it can choose to succeed instead. When it does so, its jewelry shatters. The sphinx can create a new piece of jewelry when it finishes a long rest.
  • Innate Spellcasting. The sphinxs spellcasting ability is Wisdom (spell save DC 18). It can cast the following spells, requiring no material components: At will: detect evil and good, detect magic, minor illusion, spare the dying, 3/day each: dispel magic, identify, lesser restoration, remove curse, scrying, tongues, zone of truth, 1/day each: contact other plane, flame strike, freedom of movement, greater restoration, legend lore, heroes feast
Condition immunities
charmed, frightened, paralyzed, stunned

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.