Sphinx of Valor

Sphinx of Valor

Large Celestial • Lawful Neutral

Armor Class
17
Hit Points
199
(19d10 + 95 HD)
Challenge Rating
17
18,000 XP
Speed
40 ft.
Fly 60 ft.

Ability Scores

Click any value to roll ๐ŸŽฒ

Saving Throws

Skills

โ— proficient  •  โ—† expertise
Passive Perception
22
Passive Investigation
13
Passive Insight
16
๐Ÿ’ช Strength
๐Ÿƒ Dexterity
๐Ÿง  Intelligence
๐Ÿ‘๏ธ Wisdom
โœจ Charisma
Damage Immunities: Psychic
Damage Resistances: Necrotic, Radiant
Condition Immunities: Charmed, Frightened
Senses: truesight 120 ft, Passive Perception 22
Languages: Celestial, Common

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

If the sphinx fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

The sphinx makes two Claw attacks and uses Roar.

Claw

*Melee Attack Roll:* +12, reach 5 ft. 20 (4d6 + 6) Slashing damage.

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 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 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 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*
- **1e/Day Each:** *Detect Magic*, *Dispel Magic*, *Greater Restoration*, *Heroes' Feast*, *Zone of Truth*

Legendary Actions

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 level. While the target has any levels, it appears 3d10 years older. *Failure or Success*: The sphinx can't take this action again until the start of its next turn.