Androsphinx

Androsphinx

Large monstrosity, lawful neutral

17
Challenge Rating
18000 XP

An androsphinx is a majestic and enigmatic creature, embodying both wisdom and power. Its imposing form combines the features of a human and a lion, with the upper body resembling a regal human figure and the lower body possessing the sleek strength and grace of a lion. The androsphinx’s head is adorned with a flowing mane that frames its face, while its piercing eyes gleam with an ancient wisdom. Proud and noble, the androsphinx possesses a stoic and dignified presence that demands respect. Its wings, reminiscent of a powerful eagle’s, are spread wide, adding to its awe-inspiring appearance. The androsphinx’s voice carries an air of authority and sagacity, as it speaks in deep, resonant tones. Often found in ancient ruins or sacred temples, the androsphinx acts as a guardian and keeper of hidden knowledge. It challenges those who seek its wisdom with riddles and tests, offering enlightenment to those deemed worthy. With its unwavering gaze and unwritten secrets, the androsphinx remains an enigmatic symbol of wisdom and guardianship.

Special Abilities

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.

Spellcasting

The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:

– Cantrips (at will): sacred flame, spare the dying, thaumaturgy
– 1st level (4 slots): command, detect evil and good, detect magic
– 2nd level (3 slots): lesser restoration, zone of truth
– 3rd level (3 slots): dispel magic, tongues
– 4th level (3 slots): banishment, freedom of movement
– 5th level (2 slots): flame strike, greater restoration
– 6th level (1 slot): heroes’ feast

Actions

  • Multiattack: The sphinx makes two claw attacks.
  • Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
  • Roar: The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.

Legendary Actions

  • Claw Attack: The sphinx makes one claw 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.
  • Cast a Spell (Costs 3 Actions): The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

Lair Actions

  1. Riddle of the Ages: On initiative count 20 (losing initiative ties), the sphinx can pose a riddle to one creature it can see within 60 feet. The target must make a DC 15 Intelligence saving throw or be stunned until the end of their next turn as they are locked in thought. Success means the creature is immune to this lair action for the next 24 hours.
  2. Temporal Shift: The sphinx can alter the flow of time within its lair. It can choose to either speed up or slow down time for all creatures except itself in a 60-foot radius. Those affected by the slow effect have their speed halved, and those affected by the speed-up effect gain an additional action on their turn. This effect lasts until the start of the sphinx’s next turn.
  3. Mystical Barrier: The sphinx can create a barrier of magical energy around itself or an area within the lair. The barrier is a 10-foot radius sphere that lasts until the start of the sphinx’s next turn. It acts as a wall of force, blocking entry or exit and providing protection to whatever is inside.
Armor Class: 17 (natural armor)
Hit Points: 199 (19d10+95)
Speed: 40 ft. (walk), 60 ft. (fly)
str
22
+6
dex
10
+0
con
20
+5
int
16
+3
wis
18
+4
cha
23
+6
Damage Immunities: psychic | bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: Charmed, Frightened
Proficiency Bonus: +6

Proficiencies

  • Saving Throw: DEX +6
  • Saving Throw: CON +11
  • Saving Throw: INT +9
  • Saving Throw: WIS +10
  • Skill: Arcana +9
  • Skill: Perception +10
  • Skill: Religion +15

Senses

  • Passive Perception: 20
  • Truesight: 120′
Languages: Common, Sphinx
Environment: Desert

Credits: SRD 5.1