Sphinxes
Sphinx of Wonder
Sphinx of Wonder
Tiny celestial Lawful Good
Armor Class 13; Initiative +3
Hit Points 24 (7d4 + 7)
Speed fly 40 ft., walk 20 ft.
Strength 6 (-2); Dexterity 17 (+3); Constitution 13 (+1); Intelligence 15 (+2); Wisdom 12 (+1); Charisma 11 (+0)
Skills Arcana +4, Religion +4, Stealth +5
Damage Resistances necrotic; psychic; radiant
Senses darkvision 60 ft.
Languages common, celestial
Challenge 1; Proficiency Bonus +2
Sphinxes
Sphinx of Wonder
Magic Resistance. The sphinx of wonder has Advantage on saving throws against spells and other magical effects.
Rend. Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 5 (1d4 + 3) slashing plus 7 (2d6) radiant damage.
Burst of Ingenuity. 2 uses per day. Trigger: The Sphinx of Wonder or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll.
Sphinx of Lore
Sphinx of Lore
Large celestial Lawful Neutral
Armor Class 17; Initiative +10
Hit Points 170 (20d10 + 60)
Speed fly 60 ft., walk 40 ft.
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.
Strength 18 (+4); Dexterity 15 (+2); Constitution 16 (+3); Intelligence 18 (+4); Wisdom 18 (+4); Charisma 18 (+4)
Skills Arcana +12, History +12, Perception +8, Religion +12
Damage Resistances necrotic; radiant
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses truesight 120 ft.
Languages common, celestial
Challenge 11; Proficiency Bonus +4
Sphinxes
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. 3/day (4/day in lair). If the sphinx of lore fails a saving throw, it can choose to succeed instead.
Multiattack. The sphinx of lore makes three Claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.. Hit: 14 (3d6 + 4) slashing damage.
Mind-Rending Roar. 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. 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
Detect Magic. For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Identify. You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.
If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
Mage Hand. A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Minor Illusion. You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful DC 16 Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Image. If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Prestidigitation. You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Dispel Magic. Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.
Legend Lore. Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.
The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.
If the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.
Locate Object. Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you if you have seen it up close-within 30 feet-at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead blocks a direct path between you and the object.
Plane Shift. You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
Remove Curse. At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.
Tongues. This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.
Arcane Prowl. 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. 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.
Sphinx of Valor
Sphinx of Valor
Large celestial Lawful Neutral
Armor Class 17; Initiative +12
Hit Points 199 (19d10 + 95)
Speed fly 60 ft., walk 40 ft.
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.
Strength 22 (+6); Dexterity 10 (+0); Constitution 20 (+5); Intelligence 16 (+3); Wisdom 23 (+6); Charisma 18 (+4)
Saving Throws Dexterity +6, Constitution +11, Intelligence +9, Wisdom +12
Skills Arcana +9, Perception +12, Religion +15
Damage Resistances necrotic; radiant
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses truesight 120 ft.
Languages common, celestial
Challenge 17; Proficiency Bonus +6
Sphinxes
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.
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
Detect Evil and Good. For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Thaumaturgy. You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
Altered Eyes. You alter the appearance of your eyes for 1 minute.
Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1 minute.
Detect Magic. For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Dispel Magic. Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.
Greater Restoration. You touch a creature and magically remove one of the following effects from it:
- 1 Exhaustion level
- The Charmed or Petrified condition
- A curse, including the target's Attunement to a cursed magic item
- Any reduction to one of the target's ability scores
- Any reduction to the target's Hit Point maximum
Heroes' Feast. 12 uses per short rest. You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.
A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.
Zone of Truth. You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.
An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.
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.