Armor Class
16 (natural armor)
Hit Points
150 (20d10 + 40)
Speed
50ft., fly 30ft.
Saving Throws
Dexterity +5, Wisdom +8, Intelligence +8, Charisma +8
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. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.
Magic Weapons. The sphinx’s weapon attacks are magical.
Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence. (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following Wizard spells prepared.
Cantrips (at will): Mage hand, Minor Illusion, Chill Touch
1st level (4 slots): Charm Person, Hideous Laughter, Shield, Silent Image, Sleep
2nd level (3 slots): Arcane Lock, Invisibility, Shatter
3rd level (3 slots): Counterspell, Dispell Magic, Hypnotic Pattern, Vampiric Touch
4th level (3 slots): Blight, Locate Creature, Banishment
5th level (1 slot): Modify Memory
Actions
Multiattack. The sphinx makes three Claw attacks
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) Slashing damage.
Legendary Actions
The False Sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sphinx regains spent legendary actions at the start of their turn.
Claw Attack. The sphinx makes one Claw attack.
Frightful Prescence (Costs 2 actions). Each creature of the sphinx’s choice that is within 120ft. of the sphinx and aware of it must succeed on a Wisdom saving throw (DC 16) or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. If a creature’s saving throw is successful or the Effect ends for it, the creature is immune to the sphinx’s Frightful Presence for the next 24 hours.
Teleport (Costs 2 actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120ft. to an unoccupied space it can see.
Cast a Spell (Costs 3 actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
Ah yes. Another excellent reason why adventurers aren't allowed to have nice things. Great work Tim; you've made a twisted and cruel version of a well-established critter without the False Sphinx feeling completely unrelated.