Sphinx of Valor
Large celestial, lawful neutral
Armor Class 17 (natural armor)
Hit Points 199 (19d10 + 95)
Speed 40 ft., fly 60 ft., swim 20 ft., climb 20 ft.
str
22 (+6)
dex
10 (+0)
con
20 (+5)
int
16 (+3)
wis
23 (+6)
cha
18 (+4)
Saving Throws Dex +6, Con +11, Int +9, Wis +12
Skills Arcana +9, Perception +12, Religion +15
Damage Resistances necrotic, radiant
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 22
Languages Celestial, Common
Challenge 17 (18,000 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: +12, reach 5 ft. 20 (4d6 + 6) Slashing damage.
Multiattack. The sphinx makes two Claw attacks and uses Roar.
Roar. The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest): - First Roar: Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute. - Second Roar: Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. - Third Roar: Constitution Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: 44 (8d10) Thunder damage, and the target has the Prone condition. Success: Half damage only.
Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20): - **At Will:** Detect Evil and Good, Thaumaturgy - **1/Day Each:** Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth
Spellcasting (WIS, DC 20, +12 to hit)
At Will: Detect Evil and Good, Thaumaturgy
1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth
Attack Summary
Legendary Actions
The sphinx of valor 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 valor 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.