Sphinx of Lore

Celestial · Large

Sphinx of Lore
A winged, woman-headed sphinx, red chalk drawing, late 18th century · Anonymous, drawing, late 18th century (Cooper Hewitt), Public domain, Wikimedia Commons

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.

StrDexConIntWisCha
18 (+4), save +415 (+2), save +216 (+3), save +318 (+4), save +418 (+4), save +418 (+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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