- 17 (18,000 XP)
Dashing Strike. If the androsphinx uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
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. 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 17 mana, a mana limit of 3, regains its mana when it finishes a short or long rest, and knows the following spells:
3 mana: heroes’ feast
Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +12 to hit, reach 1.5 m. 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 150 meters of the sphinx and able to hear the roar must make a saving throw.
First Roar. Each creature that fails a DC 18 Will 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 Will 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 Fortitude saving throw. On a failed save, a creature takes 44 (8d10) concussion damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.
The androsphinx can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The androsphinx regains spent legendary actions at the start of its turn.
Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
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 35 meters to an unoccupied space it can see.