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Sphinx of Lore

D&D 5e · 2024·Large Celestial·Lawful Neutral

Armor class
17
Hit points
17020d10 + 60
Challenge
117,200 XP, or 8,400 in lair
Proficiency
+4Initiative +10

Speed 40 ft., Fly 60 ft.

Ability scores, modifiers and saving throws
MeasureStrDexConIntWisCha
Score181516181818
Mod+4+2+3+4+4+4
Save+4+2+3+4+4+4
Skills
Arcana +12, History +12, Religion +12, Perception +8
Resistances
Necrotic, Radiant
Damage immunities
Psychic
Condition immunities
Charmed, Frightened
Senses
Truesight 120 ft.; Passive Perception 18
Languages
Celestial, Common

Traits

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.

Actions

Multiattack

The sphinx makes three Claw attacks.

Claw

Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage.

Mind-Rending Roar (Recharge 5-6)

Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx's next turn.

Spellcasting

The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues

Legendary actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its turns.

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.

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Rules source: System Reference Document 5.2.1 ↗

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 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