Image promptsphinx of lore, large celestial, tawny winged lion body, solemn ageless sage face, shimmering arcane runes about its brow, truesight eyes of ancient secrets, sandstone-gold and dusk-violet, ruined desert temple of half-buried columns, star-shot sky, seated inscrutable riddling pose, faint radiance, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition

Sphinx of Lore

Large Celestial, Lawful Neutral
CR 11ControllerElemental Plane
AC 17
Initiative +10 (20)
HP 170 (20d10 + 60)
Speed 40 ft., Fly 60 ft.
STR
18
+4
save +4
DEX
15
+2
save +2
CON
16
+3
save +3
INT
18
+4
save +4
WIS
18
+4
save +4
CHA
18
+4
save +4
Skills Arcana +12, History +12, Perception +8,
Resistances Necrotic, Radiant
Immunities Psychic; Charmed, Frightened
Senses Truesight 120 ft.; Passive Perception 18
Languages Celestial, Common

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: Hit: +8, reach 5 ft. 14 (3d6

  • 4) Slashing damage.

Mind-Rending Roar (Recharge 5–6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation Failure: originating from the sphinx. 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): Detect Magic Identify Mage Hand Minor Illu- At Will: , , , sion Prestidigitation , Dispel Magic Legend Lore Locate Object 1/Day Each: , , , 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, Failure: one creature the sphinx can see within 120 feet.

The target gains 1 Exhaustion level. While the target has Fail- any Exhaustion levels, it appears 3d10 years older. ure or Success: The sphinx can’t take this action again until the start of its next turn. Sphinx of Valor