Sphinx of Lore
CR 11 celestial with truesight 120 ft. and lawful intelligence. Multiattack uses three Claw strikes (+8, 3d6+4 slashing). Mind-Rending Roar forces WIS save DC 16 in 300-foot emanat...
Sphinx of Lore. Large celestial, lawful neutral.
Languages: Celestial, Common
Traits: Inscrutable; Legendary Resistance (3/Day, or 4/Day in Lair)
Large celestial · lawful neutral
AC 17 · HP 170 · Speed 40 ft., fly 60 ft., swim 20 ft., climb 20 ft. · Initiative +10
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| Score | 18 | 15 | 16 | 18 | 18 | 18 |
| Mod | +4 | +2 | +3 | +4 | +4 | +4 |
| Save | +4 | +2 | +3 | +4 | +4 | +4 |
Skills Arcana +12, History +12, Perception +8, Religion +12 · Senses truesight 120 ft., passive Perception 18 · Challenge 11 (PB +4)
Resistances Necrotic, Radiant · Immunities Psychic · Condition Immunities Charmed, Frightened
Traits
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
Claw. Melee Attack Roll: +8, reach 5 ft. 14 (3d6 + 4) Slashing damage.
Mind-Rending Roar. 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.
Multiattack. The sphinx makes three Claw attacks.
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