Sphinx of Lore

Large celestial, lawful neutral

Armor Class 17 (natural armor)

Hit Points 170 (20d10 + 60)

Speed 40 ft., fly 60 ft., swim 20 ft., climb 20 ft.

str

18 (+4)

dex

15 (+2)

con

16 (+3)

int

18 (+4)

wis

18 (+4)

cha

18 (+4)

Skills Arcana +12, History +12, Perception +8, Religion +12

Damage Resistances necrotic, radiant

Damage Immunities psychic

Condition Immunities charmed, frightened

Senses truesight 120 ft., passive Perception 18

Languages Celestial, Common

Challenge 11 (7,200 XP)

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

Claw. Melee Attack Roll: +8, reach 5 ft. 14 (3d6 + 4) Slashing damage.

Mind-Rending Roar. 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.

Multiattack. The sphinx makes three Claw attacks.

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

Spellcasting (INT, DC 16, +8 to hit)

At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation

1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues

Attack Summary

Claw attackmelee
+8 to hit|3d6+4 slashing
Range: 5 ft.

Legendary Actions

The sphinx of lore 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. The sphinx of lore regains spent legendary actions at the start of its turn.

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.