Androsphinx
Androsphinx, CR 17
STR
20
+6
DEX
10
+0
CON
19
+5
INT
17
+3
WIS
18
+4
CHA
20
+6
Spellcasting
Innate Spellcasting. The sphinx's innate spellcasting ability is Charisma (Spell Save DC 20), ( 1d20+12 ) to hit with Spell Attacks).
It can innately cast the following spells, requiring no components:
At Will: Command Spell, Detect Evil and Good, Detect Magic, Lesser Restoration, Sacred Flame, Spare the Dying, Thaumaturgy, Zone of Truth
3/day each: Confusion Spell, Freedom of Movement, Dispel Magic, Guardian of Faith, Tongues
1/day each: Forbiddance, Greater Restoration, Scry Spell,
Special Abilites
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any Divination School or Omens Domain spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have Disadvantage. Magic Weapons. The sphinx's weapon attacks are magical.
Actions
Multiattack. The sphinx makes two claw attacks. Claw. Melee Attack: 1d20+12 to hit, reach 5 ft., one target . Hit: 17 ( 2d10+6 ) Slashing Damage. Roar (3/Day). The sphinx emits a magical roar. Each time it roars before finishing a Long Rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 18 Wisdom saving throw is Frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its Turns, ending the effect on itself on a success. Second Roar. Each creature that fails a DC 18 Wisdom saving throw is Deafened and Frightened for 1 minute. A frightened creature is Paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 ( 8d10 ) Thunder Damage and is knocked Prone. On a successful save, the creature takes half as much damage and isn't knocked prone. Cast a Spell. The sphinx casts a spell from its list of innate spells available.
Legendary Actions
The sphinx can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The sphinx regains spent epic actions at the start of its turn. Claw Attack. The sphinx makes one claw attack. Teleport (Costs 2 Actions). 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 3 Actions). The sphinx casts a spell from its list of innate spells available.
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