Illustration Xan Drake

Androsphinx

System Reference Document 5.1
Challenge 17
(18,000 XP)
Robinloft Estimated CR 16
Large monstrosity, lawful neutral
Armor Class 17 (natural armor)
Hit Points 199 (19d10+95)
Speed 40 ft., fly 60 ft.
STR
22 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
23 (+6)
Saving Throws Dex +6, Con +11, Int +9, Wis +10
Skills Arcana +9, Perception +10, Religion +15
Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 20
Languages Common, Sphinx
Environments desert
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, +10 to hit with spell attacks). It 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: +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.

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.

Sphinxes

“In the environs of ancient ruins, where history melds with mystery, the Sphinx sits resolute—a guardian of secrets and riddles, both a challenge and a guide.”

Sphinxes are majestic and enigmatic beings, blending the features of humans and lions, with wings like those of eagles. They are custodians of knowledge and wisdom, often tasked with guarding powerful artifacts or realms.

Best of Both. A sphinx’s visage combines human intelligence and lion-like strength. Their watchful eyes are windows to vast knowledge, and their presence is both awe-inspiring and intimidating.

Guardians of Lore. Often found in temples, libraries, or mystical crossroads, sphinxes protect ancient wisdom. They set riddles and challenges for seekers, ensuring only the worthy access the secrets they guard.

Timeless Wisdom. With lifespans spanning centuries, sphinxes accumulate vast knowledge, from history’s forgotten moments to the prophecies of ages to come. Conversing with a sphinx can be a source of enlightenment.

Mystical Might. Sphinxes are not just physical guardians but also powerful spellcasters. Their magic often revolves around divination, illusion, and protection, ensuring their charges remain undisturbed.

Arbiters of Fate. It’s believed that some sphinxes can perceive or even weave the threads of destiny. They may intervene or guide events to ensure the balance of the universe remains intact.

Androsphinx

Not yet described

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