Gynosphinx
The gynosphinx is a Large monstrosity (SRD 5.1) or celestial (SRD 5.2.1) of challenge rating 11 in the fifth-edition System Reference Document. SRD 5.2.1 calls it the Sphinx of Lore.
SRD 5.1 (2014)
Gynosphinx
- Size and type
- Large monstrosity
- Challenge
- 11 (7,200 XP)
- Armour class
- 17
- Hit points
- 136 (16d10+48)
- Speed
- 40 ft, fly 60 ft
- Skills
- Arcana +12, History +12, Perception +8, Religion +8
- Resistances
- bludgeoning, piercing and slashing from nonmagical attacks
- Damage immunities
- psychic
- Condition immunities
- charmed, frightened
- Senses
- truesight 120 ft, passive perception 18
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 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:
- Cantrips (at will): mage hand, minor illusion, prestidigitation
- 1st level (4 slots): detect magic, identify, shield
- 2nd level (3 slots): darkness, locate object, suggestion
- 3rd level (3 slots): dispel magic, remove curse, tongues
- 4th level (3 slots): banishment, greater invisibility
- 5th level (1 slot): legend lore
Actions
Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Legendary Actions
The sphinx 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 sphinx 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.
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SRD 5.2.1 (2024)
Sphinx of Lore
- Size and type
- Large celestial
- Challenge
- 11 (7,200 XP)
- Armour class
- 17
- Hit points
- 170 (20d10+60)
- Speed
- 40 ft, fly 60 ft
- Skills
- Arcana +12, History +12, Perception +8, Religion +12
- Resistances
- necrotic, radiant
- Damage immunities
- psychic
- Condition immunities
- charmed, frightened
- Senses
- truesight 120 ft, passive perception 18
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 (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The sphinx makes three Claw attacks.
Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage.
Mind-Rending Roar (Recharge 5–6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx’s 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):
- At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation
- 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its turns.
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 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can’t take this action again until the start of its next turn.
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