Large monstrosity, lawful neutral
- Armor Class
- 17 (natural armor)
- Hit Points
- 136 (16d10 + 48)
- Speed
- fly 60 ft., 40 ft.
- Challenge
- 11 (7,200 XP)
- Skills
- Arcana +12, History +12, 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
- Common, Sphinx
Traits
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.
The sphinx's weapon attacks are magical.
Actions
The sphinx makes two claw attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Legendary Actions
The sphinx makes one claw attack.
The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
Spellcasting
The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: