Sphinx of Lore

(2024 Monster Manual)

Large celestial, Lawful Neutral

Armor Class17
Hit Points170 (20d10 + 60)
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 +12
Damage Vulnerabilities—
Damage Resistancesnecrotic; radiant
Damage Immunitiespsychic
Condition Immunitiescharmed; frightened
SensesTruesight 120 ft., passive Perception 18
LanguagesCelestial, Common
Challenge11

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).

wis DC 16, each enemy in a 300-foot Emanation [Area of Effect] 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.

Legendary Actions

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.

con 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. Success or Failure: The sphinx can't take this action again until the start of its 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 each/day: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues