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Sphinx of Valor

Sphinx of Valor

Large Celestial, lawful neutral

AC17 (natural armor)HP199 (19d10 + 95)Speed40 ft., fly 60 ft., swim 20 ft., climb 20 ft., crawl 20 ft.

STR
22 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
16 (+3)
WIS
23 (+6)
CHA
18 (+4)

Sensestruesight 120 ft., passive Perception 22LanguagesCelestial, CommonCR17 (18,000 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: +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


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