Androsphinx
- actions:
- Multiattack- The sphinx makes two claw attacks. - options:
- choose:
- 1 
- from:
- Claw- count:
- 2 
- type:
- melee 
 
 
 
 
 
- Claw- Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. - attack bonus:
- 12 
- damage:
- 2d10+6
 
 
- Roar- The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. - First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. - attacks:
- First Roar- dc:
 
- Second Roar- dc:
 
- Third Roar- damage:
- 8d10
 
- dc:
 
 
- usage:
- times:
- 3 
- type:
- per day 
 
 
 
- alignment:
- lawful neutral 
- armor class:
- 17 
- challenge rating:
- 17 
- charisma:
- 23 
- condition immunities:
- constitution:
- 20 
- damage immunities:
- psychic 
- bludgeoning, piercing, and slashing from nonmagical weapons 
 
- dexterity:
- 10 
- hit dice:
- 19d10 
- hit points:
- 199 
- intelligence:
- 16 
- languages:
- Common, Sphinx 
- legendary actions:
- proficiencies:
- Saving Throw: DEX- value:
- 6 
 
- Saving Throw: CON- value:
- 11 
 
- Saving Throw: INT- value:
- 9 
 
- Saving Throw: WIS- value:
- 10 
 
- Skill: Arcana- value:
- 9 
 
- Skill: Perception- value:
- 10 
 
- Skill: Religion- value:
- 15 
 
 
- senses:
- passive perception:
- 20 
- truesight:
- 120 ft. 
 
- size:
- Large 
- special abilities:
- Spellcasting- The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: - - Cantrips (at will): sacred flame, spare the dying, thaumaturgy - - 1st level (4 slots): command, detect evil and good, detect magic - - 2nd level (3 slots): lesser restoration, zone of truth - - 3rd level (3 slots): dispel magic, tongues - - 4th level (3 slots): banishment, freedom of movement - - 5th level (2 slots): flame strike, greater restoration - - 6th level (1 slot): heroes' feast - spellcasting:
- ability:
- components required:
- V 
- S 
 
- dc:
- 18 
- level:
- 12 
- modifier:
- 10 
- school:
- cleric 
- slots:
- 1:
- 4 
- 2:
- 3 
- 3:
- 3 
- 4:
- 3 
- 5:
- 2 
- 6:
- 1 
 
- spells:
- Command- level:
- 1 
 
- Detect Evil and Good- level:
- 1 
 
- Detect Magic- level:
- 1 
 
- Lesser Restoration- level:
- 2 
 
- Zone of Truth- level:
- 2 
 
- Dispel Magic- level:
- 3 
 
- Tongues- level:
- 3 
 
- Banishment- level:
- 4 
 
- Freedom of Movement- level:
- 4 
 
- Flame Strike- level:
- 5 
 
- Greater Restoration- level:
- 5 
 
- Heroes' Feast- level:
- 6 
 
 
 
 
 
- speed:
- fly:
- 60 ft. 
- walk:
- 40 ft. 
 
- strength:
- 22 
- type:
- monstrosity 
- wisdom:
- 18