Actions/Abilities/Traits: (D&D 5e)
Action
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Action
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.
Action
Multiattack
The sphinx makes two claw attacks.
Action
Roar (3/Day)
The sphinx 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 sphinx and able to hear the roar must make a saving throw.
Action
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.
Action
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 Action
Cast a Spell (Costs 3 Actions)
The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
Legendary Action
Claw Attack
The sphinx makes one claw attack.
Legendary Action
Teleport (Costs 2 Actions)
The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Special
1st level (4 slots)
command, detect evil and good, detect magic
Special
2nd level (3 slots)
lesser restoration, zone of truth
Special
3rd level (3 slots):
dispel magic, tongues
Special
4th level (3 slots):
banishment, freedom of movement
Special
5th level (2 slots):
flame strike, greater restoration
Special
Cantrips (at will)
sacred flame, spare the dying, thaumaturgy
Special
heroes' feast
6th level (1 slot):
Special
Inscrutable
The sphinx 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 sphinx's intentions or sincerity have disadvantage.
Special
Magic Weapons
The sphinx's weapon attacks are magical.
Special
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:
Actions/Abilities/Traits: (OSR)
Special
|Rake|Roar
Against a grappled opponent, you may make two additional Bite attacks using a single action. A monster with the rake ability must begin its turn already grappling to use its rake-it can't begin a grapple and rake in the same turn.
Special
|Rake|Roar
An androsphinx can roar up to three times per day. Each progressive roar has a different effect, depending upon whether it is the first, second, or third of the androsphinx's roars for that day. All of these roars are sonic effects that fill a 60-foot-radius burst, centered on the androsphinx. Sphinxes are immune to all of the effects of an androsphinx's roars. First Roar: Affected creatures become frightened for 2d6 rounds (Death save negates). This is a mind-affecting fear effect in addition to being a sonic effect. Second Roar: Affected creatures are paralyzed with fear and deafened for 1d4 rounds (Death save negates). This is a mindaffecting fear effect in addition to being a sonic effect. Third Roar: Affected creatures take a 2d4 penalty to Strength for 2d4 rounds and take 2d8 points of sonic damage.
Special
|Rake|Roar
Creatures smaller than the androsphinx are knocked prone. A Death save negates the Strength penalty and being knocked prone.