Sphinx of Judgment

(Guildmasters' Guide to Ravnica)

Large monstrosity, Lawful Neutral

Armor Class17 (natural armor)
Hit Points136 (16d10 + 48)
Speed40 ft., fly 60 ft.
STRDEXCONINTWISCHA
18 (+4) 15 (+2) 16 (+3) 18 (+4) 18 (+4) 18 (+4)
Saving Throws—
SkillsArcana +12, History +12, Perception +8, Religion +8
Damage Vulnerabilities—
Damage Resistancesbludgeoning, piercing, slashing from nonmagical attacks
Damage Immunitiespsychic
Condition Immunitiescharmed; frightened
Sensestruesight 120 ft., passive Perception 18
LanguagesCommon, Sphinx
Challenge11

Traits

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.

Magic Weapons.

The sphinx's weapon attacks are magical.

Actions

Multiattack.

The sphinx makes two claw attacks.

Claw.

Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Legendary Actions

Claw Attack.

The sphinx makes one claw attack.

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.

Cast a Spell (Costs 3 Actions).

The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

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:

Cantrips: friends, mage hand, message

Level 1 (4 slots): command, ensnaring strike, shield

Level 2 (3 slots): calm emotions, hold person, suggestion

Level 3 (3 slots): clairvoyance, counterspell, dispel magic

Level 4 (3 slots): banishment, divination

Level 5 (1 slots): dominate person