Large celestial, lawful neutral
- Armor Class
- 17
- Hit Points
- 170 (20d10 + 60)
- Speed
- fly 60 ft., 40 ft.
- Challenge
- 11 (7,200 XP)
- Skills
- Arcana +12, History +12, Religion +12, Perception +8
- Damage Resistances
- necrotic; radiant
- Damage Immunities
- psychic
- Condition Immunities
- charmed; frightened
- Senses
- Truesight 120 ft., passive Perception 18
- Languages
- Celestial, Common
Traits
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.
If the sphinx fails a saving throw, it can choose to succeed instead.
Actions
The sphinx makes three Claw attacks.
Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage.
wis DC 16, each enemy in a 300-foot Emanation originating from the sphinx. 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx's next turn.
Legendary Actions
The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.
con DC 16, one creature the sphinx can see within 120 feet. The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. The sphinx can't take this action again until the start of its next turn.
Spellcasting
The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):