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Androsphinx

Large Monstrosity, Lawful Neutral · D&D 5e 2014

CR17
AC17
HP199
SpeedFly 60
Click any green value to roll. Squares track uses.

Androsphinx

Large Monstrosity, Lawful Neutral


Armor Class17natural armor

Initiative

Hit Points

Speed40 ft., fly 60 ft.


STR22 (+6)
DEX10 (+0)
CON20 (+5)
INT16 (+3)
WIS18 (+4)
CHA23 (+6)

SkillsArcana +9, Religion +15, Perception +10

Immunitiespsychic; bludgeoning, piercing, and slashing from nonmagical attacks; charmed, frightened

Sensestruesight 120 ft., passive Perception 20

LanguagesCommon, Sphinx

Challenge17 (XP 18,000; PB +6)

Traits

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 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: Cantrips (at will): sacred flame, spare the dying, thaumaturgy 1st level (4 slots): command, detect evil and good, detect magic 2nd level (3 slots): lesser restoration, zone of truth 3rd level (3 slots): dispel magic, tongues 4th level (3 slots): banishment, freedom of movement 5th level (2 slots): flame strike, greater restoration 6th level (1 slot): heroes' feast

Actions

Multiattack. The sphinx makes two claw attacks.

Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 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 thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Legendary Actions

The 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 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 prepared spells, using a spell slot as normal.

Running it at the table

  • It acts between other creatures' turns: its 3 legendary action uses come back at the start of its turn.
  • It is immune to Psychic damage, so warn players who rely on it before the fight, not during it.
  • Nonmagical weapons barely hurt it, so check that the party has another way to deal damage.

Androsphinx loot

As a CR 17 creature, an Androsphinx rolls on the Individual Treasure table for CR 17+ in the Dungeon Master's Guide: 01–15 2d6 × 1,000 ep + 8d6 × 100 gp · 16–55 1d6 × 1,000 gp + 1d6 × 100 pp · 56–00 1d6 × 1,000 gp + 2d6 × 100 pp. That averages about 8,470 gp per creature. Individual treasure is coins only; gems, art objects and magic items come from a hoard.

When several of them hold a camp or a lair, roll one hoard for the strongest creature there. At CR 17 that is the CR 17+ hoard table: about 322,000 gp in coins, gems or art objects on 98% of rolls and magic items on 98% (Magic Item Tables C, D, E, F, G, H, I).

Coins per creature
~8,470 gp
Hoard table
CR 17+
Magic items in a hoard
98% of rolls
Generate random Androsphinx loot

Similar monsters

Rules source: System Reference Document 5.1 ↗

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. Stat blocks were structured and tagged by JustRoll from the Open5e transcription, then checked against the official document; values that differed were corrected from it.

Creative Commons Attribution 4.0. justroll is not affiliated with Wizards of the Coast.