Large monstrosity, neutral
- Armor Class
- 18 (natural armor)
- Hit Points
- 228 (24d10 + 96)
- Speed
- fly 60 ft., 30 ft.
- Challenge
- 13 (10,000 XP)
STR
18
+4
DEX
15
+2
CON
18
+4
INT
16
+3
WIS
16
+3
CHA
16
+3
- Skills
- Arcana +8, History +8, Religion +8, Perception +8
- Damage Resistances
- bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- psychic
- Condition Immunities
- charmed; frightened
- Senses
- truesight 120 ft., passive Perception 18
- Languages
- understands Common, Sphinx
Traits
Inscrutable.
The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
Magic Weapons.
The sphinx's weapon attacks are magical.
Actions
Multiattack.
The sphinx makes a ram attack and two claw attacks.
Ram.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage.
Claw.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Legendary Actions
Ram Attack.
The sphinx makes one ram attack.
Teleport (Costs 2 Actions).
The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.