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Gynosphinx

Large monstrosity, lawful neutral

Armor Class
17
natural armor
Hit Points
136
16d10 + 48
Speed
40 ft., fly 60 ft.
  • STR +4
  • DEX +2
  • CON +3
  • INT +4
  • WIS +4
  • CHA +4
Skills
Arcana +12, History +12, Perception +8, Religion +8
Damage Resistances
bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities
psychic
Condition Immunities
charmed, frightened
Senses
truesight 120 ft., passive Perception 18
Languages
Common, Sphinx
Challenge 11 7,200 XP · Proficiency +4

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.

Spellcasting

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 (at will): mage hand, minor illusion, prestidigitation

1st level (4 slots): detect magic, identify, shield

2nd level (3 slots): darkness, locate object, suggestion

3rd level (3 slots): dispel magic, remove curse, tongues

4th level (3 slots): banishment, greater invisibility

5th level (1 slot): legend lore

Actions

Multiattack

The sphinx makes two claw attacks.

Claw

Melee Weapon Attack: +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.

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