Sources
CR
Type
Size
Alignment
Movement

Sphinx of Judgment

Large Monstrosity, Lawful Neutral

Armor Class 17 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 40 ft., fly 60 ft.
STR
18
+4
DEX
15
+2
CON
16
+3
INT
18
+4
WIS
18
+4
CHA
18
+4
Skills Arcana +12, History +12, 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 Common, Sphinx
Challenge 11 (7,200 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.

Spellcasting

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): friends, mage hand, message

1st level (4 slots): command, ensnaring strike, shield

2nd level (3 slots): calm emotions, hold person, suggestion

3rd level (3 slots): clairvoyance, counterspell, dispel magic

4th level (3 slots): banishment, divination

5th level (1 slot): dominate person

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

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.