Androsphinx


 

Androsphinx, CR 17

Large outsider / celestial, neutral good
Armor Class 17
Hit Points 199 ( 19d10+95 )
Spell Points
Speed 40ft Fly: 60ft

STR

20
+6

DEX

10
+0

CON

19
+5

INT

17
+3

WIS

18
+4

CHA

20
+6

Proficiency Bonus 6
Saving Throws Dex ( 1d20+6 ), Con ( 1d20+11 ), Int ( 1d20+9 ), Wis ( 1d20+10 )
Skills Arcana ( 1d20+9 ), Perception ( 1d20+10 ), Religion ( 1d20+15 ).
Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses Truesight 120 ft., Passive Perception 18
Languages Telepathy 120 ft.

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.



 
 

Item drops

Treasure Drops


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