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Sphinx of Lore

Sphinx of Lore

Large Celestial, lawful neutral

AC17 (natural armor)HP170 (20d10 + 60)Speed40 ft., fly 60 ft., swim 20 ft., climb 20 ft., crawl 20 ft.

STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
18 (+4)
WIS
18 (+4)
CHA
18 (+4)

Sensestruesight 120 ft., passive Perception 18LanguagesCelestial, CommonCR11 (7,200 XP)
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

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


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Creature data from the System Reference Document 5.2, CC-BY-4.0. See licensing.