Actions/Abilities/Traits: (D&D 5e)
Action
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Action
Multiattack
The sphinx makes two claw attacks.
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)
detect magic, identify, shield
Special
2nd level (3 slots)
darkness, locate object, suggestion
Special
3rd level (3 slots):
dispel magic, remove curse, tongues
Special
4th level (3 slots):
banishment, greater invisibility
Special
Cantrips (at will)
mage hand, minor illusion, prestidigitation
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
legend lore
5th level (1 slot)
Special
Magic Weapons
The sphinx's weapon attacks are magical.
Special
Spellcasting
The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: