Sphinx of Secrets

Monster Manual (2025) p. 292

Size
Large
Type
celestial
Alignment
lawful neutral
AC
16
Initiative
5
Hit Points
136 (16d10+48)
Speed
walk 40 ft., fly 60 ft.
Skills
History +7, Perception +7, Religion +7
Resistances
necrotic, radiant
Immunities
psychic
Condition Immunities
charmed, frightened
Senses
truesight 60 ft.
Passive Perception
17
Languages
Celestial, Common
Challenge
8
Lineage
Sphinx
Environment
desert, planar (upper)
STR
18
+4
DEX
15
+2
CON
16
+3
INT
18
+4
WIS
18
+4
CHA
18
+4

Traits

Proficiency Bonus

+3

Treasure

Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.

Inscrutable

No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.

Magic Resistance

The sphinx has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The sphinx makes three Claw attacks. It can replace one attack with a use of Curses of the Riddle.

Claw

Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 7 (2d6) Radiant damage.

Curse of the Riddle

Intelligence Saving Throw: DC 15, one creature the sphinx can see within 60 feet. Failure: 21 (6d6) Psychic damage, and the target is cursed with a riddle. The cursed target has Disadvantage on ability checks and attack rolls. In addition, if it takes the Magic action, it must succeed on a DC 15 Intelligence saving throw or that action is wasted. The cursed target can take a Study action to make a DC 15 Intelligence check, solving the riddle and ending the curse on a success. The curse ends early if the sphinx curses another target.

Spellcasting

The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 15):

  • At will: Detect Magic, Identify, Prestidigitation
  • 1/day each: Locate Object, Remove Curse

Legendary Actions

Sphinx Lairs Categoría: lair

Sphinxes typically dwell in places that hold great knowledge or prophetic magic. The region containing a sphinx of lore's or sphinx of valor's lair is altered by its presence, creating the following effects:

Distant Sight: While in its lair, the sphinx can cast Clairvoyance, requiring no spell components and using the same spellcasting ability as its Spellcasting action. When cast this way, the spell's range is 1 mile.

Infusion of Knowledge: Whenever the sphinx or one of its allies takes a Study action while within 1 mile of the lair, it adds 1d6 to any ability check it makes for that action.

If the sphinx dies or moves its lair elsewhere, these effects end immediately.

Spells

Clairvoyance [5.5e], Detect Magic [5.5e], Identify [5.5e], Prestidigitation [5.5e], Locate Object [5.5e], Remove Curse [5.5e]

Other data

description

Sphinxes protect the secrets of the multiverse. Formed from the spirits of sages and explorers, sphinxes know the power of truth and the importance of preserving it. They share their wisdom only with those who prove themselves wise or overcome tests of worthiness, such as riddles or battles with dangerous beasts. Through their existences, sphinxes might change form as they gain more nuanced understanding of cosmic enigmas.

Sphinx of Secrets: Sphinxes of secrets are commonly associated with a site of great magic or learning. These immortal beings often outlive such locations, though, and might protect a site's ruins as they continue their own studies. Sphinxes of secrets fiercely guard their dwellings and research.