Sphinx of Lore

Large / celestial / Lawful Neutral / CR 11

Armor Class17
Hit Points170 (20d10 + 60)
Speed40 ft, fly 60 ft
Challenge11
Proficiency-
STR18+4
DEX15+2
CON16+3
INT18+4
WIS18+4
CHA18+4
Skills

Arcana +12, History +12, Perception +8, Religion +12

Initiative

+10

Senses

Truesight 120 ft

Languages

Common, Celestial

Damage resistances

Necrotic, Radiant

Damage immunities

Psychic

Condition immunities

Charmed, Frightened

Traits

Inscrutable

No magic can observe the sphinx of lore remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.

Legendary Resistance

special

3/day (4/day in lair). If the sphinx of lore fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

action

The sphinx of lore makes three Claw attacks.

Claw

action

Melee Weapon Attack: +8 to hit, reach 5 ft.. Hit: 14 (3d6 + 4) slashing damage.

Mind-Rending Roar

action

Recharge 5–6. Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx of lore.
Failure: 35 (10d6) psychic damage, and the target has the Incapacitated condition until the start of the sphinx of lore's next turn.

Spellcasting

action

1 use per day. The sphinx of lore casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation
1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues

Legendary Actions

3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.

Arcane Prowl

legendary

The sphinx of lore can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.

Weight of Years

legendary

Constitution Saving Throw: DC 16, one creature the sphinx of lore 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 of lore can't take this action again until the start of its next turn.

Prepared Spells

Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation, Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues

Creature Rules

Sphinxes

Referenced spells