Sources
CR
Type
Size
Alignment
Movement

Criosphinx

Large Monstrosity, Neutral

Armor Class 18 (natural armor)
Hit Points 228 (24d10 + 96)
Speed 30 ft., fly 60 ft.
STR
18
+4
DEX
15
+2
CON
18
+4
INT
16
+3
WIS
16
+3
CHA
16
+3
Skills Arcana +8, History +8, Perception +8, Religion +8
Damage Resistances bludgeoning, piercing, slashing, from nonmagical attacks
Damage Immunities psychic
Condition Immunities Charmed, Frightened
Senses truesight 120 ft., passive Perception 18
Languages understands Common, Sphinx
Challenge 13 (10,000 XP)

Traits

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.

Actions

Multiattack. The sphinx makes a ram attack and two claw attacks.

Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:17 (3d8 + 4) bludgeoning damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:13 (2d8 + 4) slashing damage.

Legendary Actions

Ram Attack. The sphinx makes one ram 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.

Lore

A rare few sphinxes have the heads of rams instead of the humanlike faces of other sphinxes. Though they lie under the same curse as all their kind, they are less enigmatic and more aggressive, actively attacking angels, demons, and other agents of Bolas they encounter in the desert. They stay far from Naktamun and care little for its people. Their hatred of Bolas is driven only by his curse.