Armor Class 17
Hit Points 199 (19d10 + 95)
Speed 40 ft., fly 60 ft.
Saving Throws DEX +6, CON +11, INT +9, WIS +12
Skills Arcana +9, Perception +12, Religion +15
Damage Resistances necrotic, radiant
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses Truesight 120 ft., passive Perception 22
Languages Celestial, Common
Challenge 17
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.
Multiattack. The sphinx makes two Claw attacks and uses Roar.
Claw. m +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage.
Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest):
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.
Monster Manual (2024), p. 294