Sphinx of Lore
Celestial · Large
A lion-bodied sphinx with a scholar's face who guards forgotten knowledge in desert temples and sealed libraries. It asks hard questions and shares its lore only with those who answer well.
- Danger
- Deadly
- How it is met
- Alone, by day
- Challenge
- 11
- SRD 5.2.1 stat blocks
- Sphinx of Lore
- Pathfinder Second Edition
- Sphinx (level 8, Monster Core)
Hear it
Where it is met
Also: Ruin, Temple, Library, Celestial
Stat blocks (D&D 5e)
Sphinx of Lore
Large Celestial, Lawful Neutral
AC 17 · Initiative +10 (20)
HP 170 (20d10 + 60)
Speed 40 ft., Fly 60 ft.
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 18 (+4), save +4 | 15 (+2), save +2 | 16 (+3), save +3 | 18 (+4), save +4 | 18 (+4), save +4 | 18 (+4), save +4 |
Skills Arcana +12, History +12, Perception +8, Religion +12
Resistances Necrotic, Radiant
Immunities Psychic; Charmed, Frightened
Senses Truesight 120 ft.; Passive Perception 18
Languages Celestial, Common
CR 11 (XP 7 ,200, or 8,400 in lair; PB +4)
Traits
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. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage.
Mind-Rending Roar (Recharge 5–6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx’s next turn.
Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation
1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its turns.
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. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can’t take this action again until the start of its next turn.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
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