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Criosphinx

Large monstrosity, Neutral

Armor Class 18 (natural armor)

Hit Points 228 (24d10 + 96)

Speed 30 ft., fly 60 ft.

STR 18 (+4)
DEX 15 (+2)
CON 18 (+4)
INT 16 (+3)
WIS 16 (+3)
CHA 16 (+3)

Skills Arcana +8, History +8, Perception +8, Religion +8

Damage Resistances [object Object]

Damage Immunities psychic

Condition Immunities charmed, frightened

Senses truesight 120 ft., passive Perception 18

Languages understands Common, Sphinx

Challenge 13

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.

Actions

Multiattack. The sphinx makes a ram attack and two claw attacks.

Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Legendary Actions

Ram Attack. The sphinx makes one ram 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.

Source

PSA, p. 32