Sources
CR
Type
Size
Alignment
Movement

Sphinx of Valor

Large Celestial, Lawful Neutral

Armor Class 17
Hit Points 199 (19d10 + 95)
Speed 40 ft., fly 60 ft.
STR
22
+6
DEX
10
+0
CON
20
+5
INT
16
+3
WIS
23
+6
CHA
18
+4
Saving Throws DEX +6, CON +11, INT +9, WIS +12
Skills Arcana +9, Perception +12, Religion +15
Damage Resistances necrotic, radiant
Damage Immunities psychic
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., passive Perception 22
Languages Celestial, Common
Challenge 17 (18,000 XP)

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.

Spellcasting

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

Actions

Multiattack. The sphinx makes two Claw attacks and uses Roar.

Claw. Melee Attack Roll: +12, reach 5 ft. Hit:20 (4d6 + 6) Slashing damage.

Roar (3/Day). 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
  • Second Roar
  • Third Roar

Legendary Actions

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.

Lore

Collectors and Keepers of Secrets