Dexterity +6, Constitution +11, Intelligence +9, Wisdom +12
Arcana +9, Perception +12, Religion +15
+12
Truesight 120 ft
Common, Celestial
Necrotic, Radiant
Psychic
Charmed, Frightened
Traits
Inscrutable
No magic can observe the sphinx of valor remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.
Legendary Resistance
3/day (4/day in lair). If the sphinx of valor fails a saving throw, it can choose to succeed instead.
Actions
Multiattack
The sphinx of valor makes two Claw attacks and uses Roar.
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft.. Hit: 20 (4d6 + 6) slashing damage.
Roar
1 use per long rest. The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest):
First Roar.
Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx of valor.
Failure: The target has the Frightened condition for 1 minute.
Second Roar.
Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx of valor.
Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Third Roar.
Constitution Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx of valor.
Failure: 44 (8d10) thunder damage, and the target has the Prone condition.
Success: Half as much damage damage only.
Spellcasting
1 use per day. The sphinx of valor casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Detect Evil and Good, Thaumaturgy
1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth
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
The sphinx of valor can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.
Weight of Years
Constitution Saving Throw: DC 16, one creature the sphinx of valor 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 valor can't take this action again until the start of its next turn.
Prepared Spells
Detect Evil And Good, Thaumaturgy, Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone Of Truth
Creature Rules
Sphinxes