Gynosphinx

Large Monstrosity, lawful neutral (CR 11)
Illustration of Gynosphinx Captivating Caption

Armor Class 17 natural armor

Hit Points 136 (16d10+48)🎲

Speed 40 ft., fly 60 ft.


STR

18 (+4)

DEX

15 (+2)

CON

16 (+3)

INT

18 (+4)

WIS

18 (+4)

CHR

18 (+4)


Skills arcana 12, history 12, perception 8, religion 8

Senses truesight 120 ft., passive Perception 18

Languages Common, Sphinx

Challenge Rating 11

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.


sizeLarge

typeMonstrosity

groupSphinxes

alignmentlawful neutral

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception8

damage_vulnerabilities

damage_resistancesbludgeoning, piercing, and slashing from nonmagical attacks

damage_immunitiespsychic

condition_immunitiescharmed, frightened

cr11

reactions

legendary_descThe sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn.

legendary_actionsname: Claw Attack,desc: The sphinx makes one claw attack.,name: Teleport (Costs 2 Actions),desc: The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.,name: Cast a Spell (Costs 3 Actions),desc: The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

special_abilitiesname: Inscrutable,desc: 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.,name: Magic Weapons,desc: The sphinx's weapon attacks are magical.,name: Spellcasting,desc: 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

spell_listhttps://open5eapi.spetland.no/v1/spells/mage-hand/,https://open5eapi.spetland.no/v1/spells/minor-illusion/,https://open5eapi.spetland.no/v1/spells/prestidigitation/,https://open5eapi.spetland.no/v1/spells/detect-magic/,https://open5eapi.spetland.no/v1/spells/identify/,https://open5eapi.spetland.no/v1/spells/shield/,https://open5eapi.spetland.no/v1/spells/darkness/,https://open5eapi.spetland.no/v1/spells/locate-object/,https://open5eapi.spetland.no/v1/spells/suggestion/,https://open5eapi.spetland.no/v1/spells/dispel-magic/,https://open5eapi.spetland.no/v1/spells/remove-curse/,https://open5eapi.spetland.no/v1/spells/tongues/,https://open5eapi.spetland.no/v1/spells/banishment/,https://open5eapi.spetland.no/v1/spells/greater-invisibility/,https://open5eapi.spetland.no/v1/spells/legend-lore/

page_no348

document__license_urlhttp://open5e.com/legal

document__slugwotc-srd

document__title5e Core Rules

document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd

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5e Core Rules, page no. 348
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