Sphinx of Valor
Large Celestial, lawful neutral. CR 17, AC 17, 199 HP. Traits: Inscrutable, Legendary Resistance.
- Armor class
- 17
- Hit points
- 199
- Challenge
- 17
- Creature type
- Celestial
- Size
- Large
- Alignment
- lawful neutral
Stat block
- Cha
- 18
- Con
- 20
- Dex
- 10
- Int
- 16
- Str
- 22
- Wis
- 23
- Speed
- Fly: 60; Walk: 40
- Senses
- truesight 120 ft., passive Perception 22
- Skills
- Arcana: 9; Religion: 15; Perception: 12
- Actions
- Multiattack. The sphinx makes two Claw attacks and uses Roar.
- Claw. Melee Attack Roll: +12, reach 5 ft. 20 (4d6 + 6) Slashing damage.
- Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest): - First Roar: Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute. - Second Roar: Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. - Third Roar: Constitution Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: 44 (8d10) Thunder damage, and the target has the Prone condition. Success: Half damage only.
- Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20): - **At Will:** Detect Evil and Good, Thaumaturgy - **1/Day Each:** Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth
- Hit dice
- 19d10 + 95
- Languages
- Celestial, Common
- Armor detail
- natural armor
- Saving throws
- Wisdom: 12; Dexterity: 6; Constitution: 11; Intelligence: 9
- Damage immunities
- psychic
- Legendary actions
- Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.
- Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its next turn.
- Special abilities
- Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.
- Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.
- Damage resistances
- necrotic, radiant
- Condition immunities
- charmed, frightened
Source and licence
From System Reference Document 5.2.
Licence: SRD (CC BY 4.0).
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at creativecommons.org/licenses/by/4.0/legalcode.