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SRD5:Androsphinx

This material from the 5th edition SRD is published under the OGL
Androspinx
by Rawpixel
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Image not part of the SRD
Androsphinx [SRD5 OGL][1] [2] [3]
Large Monstrosity (Sphinxes), Lawful Neutral
Armor Class: 17 (natural armor)
Hit Points: 199 (19d10+95)
Speed: 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 23 (+6)
Saving Throws: Dex +6, Con +11, Int +9, Wis +10
Skills: Arcana +9, Perception +10, Religion +15
Damage Immunity: psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunity: charmed, frightened
Senses: truesight 120 ft., passive Perception 20
Languages: Common, Sphinx
Habitat: Desert
Challenge: 17 (18,000 xp)Proficiency Bonus (PB): +6

Features

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.

Spellcasting. The sphinx is a 12th-­level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:

Cantrips (at will): sacred flame, spare the dying, thaumaturgy
1st level (4 spell slots): command, detect evil and good, detect magic
2nd level (3 slots): lesser restoration, zone of truth
3rd level (3 slots): dispel magic, tongues
4th level (3 slots): banishment, freedom of movement
5th level (2 slots): flame strike, greater restoration
6th level (1 slot): heroes’ feast

Actions

Multiattack. The sphinx makes two claw attacks.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 17 (2d10+6) slashing damage.

Roar (3/Day). The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.

First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. 

Legendary Actions

The monstrosity can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The monstrosity regains spent legendary actions at the start of its turn.

Claw Attack. The sphinx makes one claw 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.

Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.


End of the SRD5 material

Unofficial Description: The androsphinx appears to be a large winged lion.

Sphinx's Lair

[4] A sphinx lairs in an ancient temple, sepulcher, or vault.

Lair Actions

[4] When fighting inside its lair, an sphinx can use lair actions. On initiative count 20 (losing initiative ties), the monstrosity takes a lair action to cause one of the following effects; the monstrosity can’t use the same effect two rounds in a row:

  • Alter Time (seconds)
  • Age or Rejuvenate Creature
  • Lair Time Shift
  • Plane Shift


Sources and NotesEdit

  1. Wizards RPG Team (6 May 2015). SRD-OGL v5.1. (5e) Wizards of the Coast. Licensed: OGL.
  2. Note: Habitat is not part of the SRD5.
  3. habitat - Dungeon Master's Guide (5e) p.302-305
  4. Monster Manual (5e) p.280 (summarized)

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