Sphinx of Valor

Large / celestial / Lawful Neutral / CR 17

Armor Class17
Hit Points199 (19d10 + 95)
Speed40 ft, fly 60 ft
Challenge17
Proficiency-
STR22+6
DEX10+0
CON20+5
INT16+3
WIS23+6
CHA18+4
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 monster 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

If the monster fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

Action

The monster makes two attacks and uses .

Claw

Action

. .

Roar

Action

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 , each enemy in a -foot Emanation originating from the monster.
Failure: The target has the Frightened condition for .
Second Roar.
Wisdom Saving Throw: DC , each in a -foot Emanation originating from the monster.
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 , it succeeds automatically.
Third Roar.
Constitution Saving Throw: DC , each in a -foot Emanation originating from the monster.
Failure: damage, and the target has the Prone condition.
Success: damage only.

Spellcasting

Action

The monster casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC ):
At Will: Detect Evil and Good, Thaumaturgy
1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth

Prepared Spells

Detect Evil And Good, Thaumaturgy, Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone Of Truth

Referenced spells