Sphinxes

Sphinx of Wonder
- Size: Tiny
- Type: Celestial
- Alignment: Lawful Good
- AC: 13
- Initiative: +3 (13)
- HP: 24(7d4+7)
- Speed: 20 ft, Fly 40 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 6 | -2 | -2 |
| DEX | 17 | +3 | +3 |
| CON | 13 | +1 | +1 |
| INT | 15 | +2 | +2 |
| WIS | 12 | +1 | +1 |
| CHA | 11 | +0 | +0 |
- Skills: Arcana +4, Religion +4, Stealth +5
- Resistances: Necrotic, Psychic, Radiant
- Senses: Darkvision 60 ft.; Passive Perception 11
- Languages: Celestial, Common
- CR: 1 (XP 200; PB +2)
Traits
Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.
Actions
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4+3) Slashing damage plus 7 (2d6) Radiant damage.
Reactions
Burst of Ingenuity (2/Day). Trigger: The sphinx 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
- Size: Large
- Type: Celestial
- Alignment: Lawful Neutral
- AC: 17
- Initiative: +10 (20)
- HP: 170(20d10+60)
- Speed: 40 ft, Fly 60 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 15 | +2 | +2 |
| CON | 16 | +3 | +3 |
| INT | 18 | +4 | +4 |
| WIS | 18 | +4 | +4 |
| CHA | 18 | +4 | +4 |
- Skills: Arcana +12, History +12, Perception +8, Religion +12
- Resistances: Necrotic, Radiant
- Immunities: Psychic; Charmed, Frightened
- Senses: Truesight 120 ft.; Passive Perception 18
- Languages: Celestial, Common
- CR: 11 (XP 7,200, or 8,400 in lair; PB +4)
Traits
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.
Actions
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.
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
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its turns.
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 of Valor
- Size: Large
- Type: Celestial
- Alignment: Lawful Neutral
- AC: 17
- Initiative: +12 (22)
- HP: 199(19d10+95)
- Speed: 40 ft, Fly 60 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 10 | +0 | +6 |
| CON | 20 | +5 | +5 |
| INT | 16 | +3 | +9 |
| WIS | 23 | +6 | +12 |
| CHA | 18 | +4 | +4 |
- Skills: Arcana +9, Perception +12, Religion +15
- Resistances: Necrotic, Radiant
- Immunities: Psychic; Charmed, Frightened
- Senses: Truesight 120 ft.; Passive Perception 22
- Languages: Celestial, Common
- CR: 17 (XP 18,000, or 20,000 in lair; PB +6)
Traits
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.
Actions
Multiattack. The sphinx makes two Claw attacks and uses Roar.
Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6+6) Slashing damage.
Roar (3/Day). 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. 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. 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. Failure: 44 (8d10) Thunder damage, and the target has the Prone condition. Success: Half damage only.
Spellcasting. The sphinx 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
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its turns.
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.
Lore & Background
Sphinxes are ancient creatures of great intelligence and magical power, combining leonine bodies with humanoid heads and powerful wings. These enigmatic beings serve as guardians of lost knowledge, protectors of sacred sites, and keepers of cosmic secrets that span millennia. Their love of riddles and puzzles reflects their complex nature, as they test those who seek their wisdom while protecting dangerous knowledge from the unworthy.
Different types of sphinxes embody various aspects of wisdom and mystery. Gynosphinxes excel at divination and prophecy, androsphinxes focus on protecting sacred knowledge, and hieracosphinxes serve as intermediaries between mortal and divine realms. All share an obsession with intellectual challenges and a tendency to speak in cryptic metaphors that require careful interpretation.
Combat Tactics
Sphinxes prefer to avoid direct combat when possible, using their intelligence and magical abilities to resolve conflicts through negotiation, misdirection, or puzzles. When forced to fight, they leverage their flight capabilities and spellcasting to maintain advantages while targeting enemies' weaknesses. Their lair actions and legendary actions make them formidable opponents in their chosen territories.
In battle, sphinxes use their roar to terrorize enemies before engaging with claws and magical attacks. They employ hit-and-run tactics when possible, using their superior mobility to control engagement terms. Their spellcasting focuses on divination magic that provides tactical advantages and enchantment spells that influence enemy behavior.
Encounter Ideas
1. The Riddle Contest A sphinx blocks passage through a critical location, demanding that travelers solve increasingly complex riddles to proceed. The party must prove their intellectual worth while racing against time as their quest becomes more urgent with each delay.
2. The Oracle's Price A sphinx possesses knowledge crucial to preventing a catastrophe but demands an unusual price for sharing this information. The party must decide whether to meet the creature's demands or find alternative ways to obtain the knowledge they need.
3. The Guardian's Test Ancient treasures or artifacts are protected by a sphinx that tests the worthiness of those who would claim them. The party faces moral dilemmas and intellectual challenges that reveal their true character and motivations.
4. The Corrupted Wisdom A sphinx has been influenced by evil forces, using its knowledge and riddles to spread confusion and despair rather than wisdom. The party must find a way to cleanse the creature's corruption while avoiding falling victim to its twisted challenges.
Environmental Effects
- Aura of Mystery: The sphinx's presence causes minor illusions and reality distortions that make navigation and perception more difficult
- Timeless Domain: Areas under sphinx influence may experience temporal anomalies where time flows differently or events repeat
- Riddling Atmosphere: Conversations in the area naturally take on cryptic qualities, making direct communication challenging
- Knowledge Resonance: Ancient secrets and forgotten lore become more accessible through dreams, visions, or sudden inspiration
Treasure
- Ancient Scrolls (1000-5000 gp): Texts containing lost knowledge, historical records, and forgotten magical techniques
- Sphinx Feather (500-1500 gp): Magical feathers that enhance divination spells and provide protection against scrying
- Riddle Crystal (2000-8000 gp): Crystalline devices that store complex puzzles and reveal solutions to other mysteries
- Wisdom Gems (varies): Precious stones that enhance intelligence, memory, and problem-solving abilities
- Prophetic Artifacts (varies): Items that provide glimpses of possible futures or reveal hidden truths about the present
Plot Hooks
1. The Silent Oracle A sphinx that normally speaks in riddles has fallen completely silent, refusing to communicate with anyone. Investigation reveals that the creature has learned something so terrible that it fears speaking the knowledge aloud, even in cryptic form.
2. The Competing Wisdom Two sphinxes disagree about a fundamental truth, creating contradictory prophecies that confuse those seeking guidance. The party must determine which sphinx speaks truly or find a way to reconcile their opposing perspectives.
3. The Stolen Memory A sphinx's vast memory has been partially erased by magical means, leaving it confused and potentially dangerous. The party must help restore the creature's lost knowledge while protecting themselves from its unpredictable behavior during recovery.
4. The Final Riddle An ancient sphinx poses a riddle that seems impossible to solve, but failing to answer correctly will trigger a catastrophic event. The party races against time to understand the puzzle while dealing with other threats that seek to prevent them from succeeding.