Dexterity +6, Constitution +11, Intelligence +9, Wisdom +10
Arcana +9, Perception +10, Religion +15
+0
Truesight 120 ft
Common, Sphinx
Psychic, Bludgeoning, Piercing, Slashing From Attacks That Aren'T Magical
Charmed, Frightened
Traits
Inscrutable
The Androsphinx 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 Androsphinx's intentions or sincerity have disadvantage.
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
Magic Weapons
The androsphinx's weapon attacks are magical.
Legendary Actions
3 legendary actions; one at a time at the end of another creature’s turn, regaining spent uses at the start of its turn
Actions
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft.. Hit: 17 (2d10 + 6) slashing damage.
Multiattack
The sphinx makes two claw attacks.
Roar
3 uses per long rest; 1 use per long rest; 1 use. The androsphinx 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 androsphinx 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.
Legendary Actions
Claw Attack
The androsphinx makes one claw attack.
Cast a Spell
Costs 3 legendary actions. The androsphinx casts a spell from its list of prepared spells, using a spell slot as normal.
Teleport
Costs 2 legendary actions. The androsphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.
Prepared Spells
Banishment, Command, Detect Evil And Good, Detect Magic, Dispel Magic, Flame Strike, Freedom Of Movement, Greater Restoration, Heroes' Feast, Lesser Restoration, Sacred Flame, Spare The Dying, Thaumaturgy, Tongues, Zone Of Truth