Sphinx of Valor

(2024 Monster Manual)

Large celestial, Lawful Neutral

Armor Class17
Hit Points199 (19d10 + 95)
Speed40 ft., fly 60 ft.
STRDEXCONINTWISCHA
22 (+6) 10 (+0) 20 (+5) 16 (+3) 23 (+6) 18 (+4)
Saving ThrowsCon +11, Dex +6, Int +9, Wis +12
SkillsArcana +9, Perception +12, Religion +15
Damage Vulnerabilities—
Damage Resistancesnecrotic; radiant
Damage Immunitiespsychic
Condition Immunitiescharmed; frightened
SensesTruesight 120 ft., passive Perception 22
LanguagesCelestial, Common
Challenge17

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

    wis DC 20, each enemy in a 500-foot Emanation [Area of Effect] originating from the sphinx. Failure: The target has the Frightened condition for 1 minute.

  • Second Roar

    wis DC 20, each enemy in a 500-foot Emanation [Area of Effect] 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

    con DC 20, each enemy in a 500-foot Emanation [Area of Effect] originating from the sphinx. Failure: 44 (8d10) Thunder damage, and the target has the Prone condition. Success: Half damage only.

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 Wisdom as the spellcasting ability (spell save DC 20):

At will: Detect Evil and Good, Thaumaturgy

1 each/day: Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth