Sphinx of Valor
CR 17 celestial with Inscrutable and 3/Day Legendary Resistance; Multiattack combines two Claw strikes (+12, 4d6+6 slashing, 5-foot reach) with a cycling Roar that escalates from 5...
Sphinx of Valor. 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 199 · Speed 40 ft., fly 60 ft., swim 20 ft., climb 20 ft. · Initiative +12
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| Score | 22 | 10 | 20 | 16 | 23 | 18 |
| Mod | +6 | +0 | +5 | +3 | +6 | +4 |
| Save | +6 | +6 | +11 | +9 | +12 | +4 |
Skills Arcana +9, Perception +12, Religion +15 · Senses truesight 120 ft., passive Perception 22 · Challenge 17 (PB +6)
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: +12, reach 5 ft. 20 (4d6 + 6) Slashing damage.
Multiattack. The sphinx makes two Claw attacks and uses Roar.
Roar. The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest): - First Roar: Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute. - Second Roar: Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. - Third Roar: Constitution Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: 44 (8d10) Thunder damage, and the target has the Prone condition. Success: Half damage only.
Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20): - **At Will:** Detect Evil and Good, Thaumaturgy - **1/Day Each:** Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth