Androsphinx Monster D&D 5e (5th Edition)

Traits

Inscrutable: Actually, the sphinx have been an immune for any effect which would be sense all of its emotions or else read its thoughts, Also like any divination spell which it will refuses. Wisdom (insight) checks made to ascertain the sphinx’s all intentions or else the sincerity have the disadvantage.

Magic Weapons: These sphinx’s weapon attacks are magical.

Spellcasting: Actually, the sphinx is 12th-level spellcaster and its spell casting ability is the wisdom (spell save DC 18, +10 to hit with spell attacks). Of course it doesn’t require any material components for casting its spells. The sphinx has below mentioned cleric spells.

• 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

Actions

Multiattack: The sphinx will make two claw attacks

Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Roar (3/Day): Actually, the Androsphinx emits a magical roar. At each and every time it roars before finishing a long rest and basically the roar is louder and also its effect is different like we mentioned the details in the below lines. Each and every creature which is within the 500 feet of sphinx and also able to hear the roar should make a saving throw.

First Roar: In first roar, each and every creature which fails a DC 18 wisdom saving throw have been frightened for a movement (for 1 minute). Also a frightened creature have a capability to repeat the saving throw at the end of its each turns and ending the effect on itself on a success.

Second Roar: In this second roar, each and every creature which fails a DC 18 wisdom saving throw have been deafened and also frightened for a movement (for 1 minute). Also a frightened creature have been paralyzed and also have a capability to repeat the saving throw at the end of its each turns and ending the effect on itself on a success.

Third Roar: In this third roar, Each and every creature do make a DC 18 constitution saving throw. Actually, on a failed save, a creature will take 44 (8d10) thunder damage and also is knocked prone. But on a successful save, the creature have a chance to take half as much damage and also isn’t knocked prone.

Legendary Actions

It can the legendary actions by choosing from the below options. Here one legendary action only can be used at a time, also only at the end of the another creature’s turn. Spend the legendary actions are regained at the each of the staring turn.

Claw Attack: Actually, the sphinx will make one claw attack.

Teleport (Costs 2 Actions): This sphinx can magically teleports, along with any of the equipments it is wearing or else carrying, up to 120 feet to an unoccupied space where it able to see.

Cast a Spell (Costs 3 Actions): Actually, this sphinx can cast a spell from all of its list of prepared spells by using the spell slot like normal.

Androsphinx Monster 5e Attributes

AC
17 (Natural Armor)
Alignment
Lawful Neutral
CHA 23
CON 20
Challenge Rating
17
Condition Immunities
Charmed, Frightened
DEX 10
HP
199 (19d10+95)
INT 16
Immunities
Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Languages
Common, Sphinx
Passive Perception
20
Roll 0
Claw 1d20 + 12 2d10+6
STR
22
Saving Throws
Dex +6, Con +11, Int +9, Wis +10
Senses
Truesight 120 Ft.
Size
Large
Skills
Arcana +9, Perception +10, Religion +15
Speed
40 ft., fly 60 ft.
Spell Book
Sacred Flame, Spare The Dying, Thaumaturgy, Command, Detect Evil And Good, Detect Magic, Lesser Restoration, Zone Of Truth, Dispel Magic, Tongues, Banishment, Freedom Of Movement, Flame Strike, Greater Restoration, Heroes’ Feast
Type
monstrosity
WIS
18

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