Androsphinx
Large Monstrosity, lawful neutral
18,000 XP
Special Abilities
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
The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:
* Cantrips (at will): sacred flame, spare the dying, thaumaturgy
* 1st level (4 slots): command, detect evil and good, detect magic
* 2nd level (3 slots): lesser restoration, zone of truth
* 3rd level (3 slots): dispel magic, tongues
* 4th level (3 slots): banishment, freedom of movement
* 5th level (2 slots): flame strike, greater restoration
* 6th level (1 slot): heroes' feast
Actions
Multiattack
The sphinx makes two claw attacks.
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Roar (3/Day)
The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.
First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
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.
Quick Reference
Running This Encounter
The Androsphinx is an intelligent, chaotic neutral creature that poses riddles and tests before combat. It prefers using its magical abilities and Roar action to control the battlefield, forcing creatures to make saves before closing in. Position it in a location of authority where it has surveyed the party beforehand and knows their capabilities. Its high intelligence means it recognizes when it's outmatched and may attempt to negotiate or flee rather than fight to the death.
Combat Tactics
The Androsphinx opens with Roar to frighten and separate the party, then uses Spellcasting to cast spells like Dispel Magic, Insect Plague, or Cure Wounds depending on the situation. It leverages its high AC and HP to stay in melee while using legendary actions to attack multiple targets or cast spells after other creatures act.
Environment & Setting
Ancient tombs, desert ruins, mountaintop lairs, or divine temples where the sphinx has accumulated treasure and knowledge. It thrives in locations where it can observe and ambush intruders from elevated positions.