Androsphinx

Large monstrosity, lawful neutral

  • Armor Class 17 (Natural Armor)
  • Hit Points 199 (19d10+95)
  • Speed 40 ft., fly 60 ft.

STR
22 (+6) 

DEX
10 (+0) 

CON
20 (+5) 

INT
16 (+3) 

WIS
18 (+4) 

CHA
23 (+6)

  • Saving Throws Dex +6, Con +11, Int +9, Wis +10
  • Skills Arcana +9, Perception +10, Religion +15
  • Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Frightened
  • Senses Truesight 120 Ft., passive Perception 20
  • Languages Common, Sphinx
  • Challenge 17 (18,000 XP)

Actions


  • Multiattack. The sphinx makes two claw attacks.
  • Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (2d10 + 6) slashing damage.
  • Roar (3/Day). 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


Androsphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Androsphinx regains spent legendary actions at the start of their turn.

  • 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.