Illustration Xan Drake

Gypsosphinx

Tome of Beasts
Challenge 14
(11,500 XP)
Robinloft Estimated CR 12
Large monstrosity, neutral evil
Armor Class 17 (natural armor)
Hit Points 171 (18d10+72)
Speed 40 ft., fly 70 ft.
STR
20 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
18 (+4)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws
Skills Arcana +9, History +9, Perception +9, Religion +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities poisoned
Senses truesight 90 ft., passive Perception 19
Languages Abyssal, Common, Darakhul, Sphinx
Environments
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.

Mystic Sight.

A gypsosphinx sees death coming and can foretell the manner of a person’s death. This ability does not come with any urge to share that information. Gypsosphinxes are notorious for hinting, teasing, and even lying about a creature’s death (“If we fight, I will kill you and eat your heart. I have seen it,“is a favorite bluff).

Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will):
1st level (4 slots): comprehend languages, detect magic, identify
2nd level (3 slots): blur, darkness, locate object
3rd level (3 slots): dispel magic, glyph of warding, major image
4th level (3 slots): blight, greater invisibility
5th level (1 slot): cloudkill

Actions

Multiattack. The sphinx makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) slashing damage.
Rake.

If the sphinx succeeds with both claw attacks, it automatically follows up with a rake attack. If the target fails a DC 17 Dexterity check, it is knocked prone and takes 14 (2d8 + 5) slashing damage.

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.
Bite Attack. The sphinx makes one bite 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.

Gypsosphinx

Not yet described

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