Sphinx of Lore

Monster Manual (2025) p. 293

Tamaño
Grande
Tipo
celestial
Alineamiento
legal neutral
CA
17
Iniciativa
10
Puntos de golpe
170 (20d10+60)
Velocidad
walk 40 ft., fly 60 ft.
Habilidades
Arcana +12, History +12, Perception +8, Religion +12
Resistencias
necrotic, radiant
Inmunidades
psychic
Inmunidad a estados
charmed, frightened
Sentidos
truesight 120 ft.
Percepción pasiva
18
Idiomas
Celestial, Common
Desafío
11
Linaje
Sphinx
Entorno
desert, planar (upper)
FUE
18
+4
DES
15
+2
CON
16
+3
INT
18
+4
SAB
18
+4
CAR
18
+4

Rasgos

Proficiency Bonus

+4

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.

Legendary Resistance (3/Day, or 4/Day in Lair)

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

recharge

4/DAY

Acciones

Multiattack

The sphinx makes three Claw attacks.

Claw

Melee Attack Roll: +8, 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. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx's next turn.

recharge

D5

Spellcasting

The sphinx 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

Acciones legendarias

Legendary Actions (3/Turn)

The Sphinx of Lore can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Sphinx of Lore regains spent legendary actions at the start of its turn.

recharge

3/TURN

Arcane Prowl

The sphinx 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 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 can't take this action again until the start of its next turn.

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.

Conjuros

Detect Magic [5.5e], Identify [5.5e], Mage Hand [5.5e], Minor Illusion [5.5e], Prestidigitation [5.5e], Dispel Magic [5.5e], Legend Lore [5.5e], Locate Object [5.5e], Plane Shift [5.5e], Remove Curse [5.5e], Tongues [5.5e]

Otros datos

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 Lore: Sphinxes of lore each know a great secret and protect it all costs. This truth might take the form of an ancient text, a magical puzzle, or a path to another world. These sphinxes might gain reputations as sages or oracles, but they typically dwell far from civilization.