- 11 (7,200 XP)
Dashing Strike. If the gynosphinx 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 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 12 mana, a mana limit of 2, regains its mana when it finishes a short or long rest, and knows the following spells:
Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 1.5 m. Hit: 13 (2d8 + 4) slashing damage.
The gynosphinx 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 gynosphinx 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.