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Monster

Androsphinx

Large Monstrosity · Lawful Neutral

Monster Manual Page 281
Armor Class17
Hit Points199 (19d10 + 95)
SpeedWalk 40 ft., Fly 60 ft.
Challenge17
STR22
DEX10
CON20
INT16
WIS18
CHA23

Traits

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.

Actions

Multiattack

The sphinx makes two claw attacks.

Claw

Melee Weapon Attack +12 to hit, reach 5 ft., one target. 17 () 🗡️ 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.
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First Roar
Each creature that fails a DC 18 Wisdom saving throw is for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Second Roar
Each creature that fails a DC 18 Wisdom saving throw is and for 1 minute. A creature is and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Third Roar
Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 () 🔊 Thunder damage and is knocked . On a successful save, the creature takes half as much damage and isn't knocked .

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.