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Sphinx of Lore

Large celestial, Lawful Neutral

Armor Class 17

Hit Points 170 (20d10 + 60)

Speed 40 ft., fly 60 ft.

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

Skills Arcana +12, History +12, Perception +8, Religion +12

Damage Resistances necrotic, radiant

Damage Immunities psychic

Condition Immunities charmed, frightened

Senses Truesight 120 ft., passive Perception 18

Languages Celestial, Common

Challenge 11

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

Mind-Rending Roar (Recharge 5–6). wis DC 16, each enemy in a 300-foot Emanation originating from the sphinx. 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx's next turn.

Legendary Actions

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. con DC 16, one creature the sphinx can see within 120 feet. The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. The sphinx can't take this action again until the start of its next turn.

Source

Monster Manual (2024), p. 293