/home/explore/monsters/androsphinx/actions/2

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:
    dc type:

    WIS

    dc value:

    18

    success type:

    none

  • Second Roar

    dc:
    dc type:

    WIS

    dc value:

    18

    success type:

    none

  • Third Roar

    damage:
    • 8d10

      Thunder

    dc:
    dc type:

    CON

    dc value:

    18

    success type:

    half

usage:
times:

3

type:

per day

© 2020 David Jones · uses the D&D 5th Edition API Database · source