Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Celestial, Common, telepathy 120.0 ft (36.6 m).
Resistances & Immunities
Traits
Innate Spellcasting
The sphinxs spellcasting ability is Wisdom (spell save DC 18). It can cast the following spells, requiring no material components:
- At Will: Detect Evil and Good, Detect Magic, Minor Illusion, Spare the Dying
- 3/Day Each: Dispel Magic, Identify, Lesser Restoration, Remove Curse, Scrying Tongues, Zone of Truth,
- 1/Day Each: contact other plane, flame strike, Freedom of Movement, Greater Restoration, Legend Lore, Heroes Feast
Inscrutable
The sphinx is immune to divination and to any effect that would sense its emotions or read its thoughts. Insight checks made to determine the sphinxs intentions are made with disadvantage.
Legendary Resistance (1/Day)
Each greater sphinx wears a piece of jewelry, such as a crown, headdress, or armlet. When the greater sphinx fails a saving throw, it can choose to succeed instead. When it does so, its jewelry shatters. The sphinx can create a new piece of jewelry when it finishes a long rest.
Actions
Claw
+10 to hit, reach 5 ft (1.5 m). Hit: 2d10+6 slashing damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Dispel Magic
(3rd-Level; V, S) The sphinx scours the magic from one creature object or magical effect within 120 feet that it can see. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot the sphinx makes a Wisdom ability check (DC 10 + the spells level) for each one ending the effect on a success.
First Roar: A creature that fails the saving throw is frightened for 1 minute
It can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.
Flame Strike
(5th-Level; V, S) A column of divine flame fills a 10-foot-radius 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 18 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.
Multiattack
The sphinx attacks twice with its claw.
Roar
The sphinx unleashes a magical roar. Each time it roars before taking a long rest its roar becomes more powerful. Each creature within 300 feet of the sphinx that can hear it makes a DC 18 Constitution saving throw with the following consequences:
Second Roar: A creature that fails the saving throw takes 22 (4d10) thunder damage and is frightened for 1 minute
On a success the creature takes half damage. While frightened by this roar the creature is paralyzed. It can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.
Third Roar: A creature that fails the saving throw takes 44 (8d10) thunder damage and is knocked prone
On a success the creature takes half damage.
Bonus Actions
Demiplane
The creatures appear in empty spaces of the sphinxs choice on a demiplane. The demiplane can be up to one square mile in size. The demiplane can appear to be inside, outside, or underground, and can contain terrain, nonmagical objects, and magical effects of the sphinxs choosing. The sphinx may populate it with creatures and hazards with a total Challenge Rating equal to or less than the sphinxs Challenge Rating.
Different Location or Plane of Existence
The creatures appear in empty spaces of the sphinxs choice anywhere on the Material Plane or on a different plane altogether.
Planar Jaunt
The sphinx targets up to eight willing creatures it can see within 300 feet. The targets are magically transported to a different place, plane of existence, demiplane, or time. This effect ends after 24 hours or when the sphinx takes a bonus action to end it. When the effect ends, the creatures reappear in their original locations, along with any items they acquired on their jaunt. While the effect lasts, the sphinx can communicate telepathically with the targets. The sphinx chooses one of the following destinations:
Speed Time
For 1 minute, the sphinxs Speed and flying speed are doubled, opportunity attacks against it are made with disadvantage, and it can attack three times with its claw (instead of twice) when it uses Multiattack.
Time
The creatures appear in empty spaces of the sphinxs choosing anywhere on the Material Plane, at any time from 1,000 years in the past to 1,000 years in the future. At the Narrators discretion, changes made in the past may alter the present.
About Greater Sphinx
Greater Sphinx is a huge monstrosity with a Challenge Rating of 17. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 20 and possesses 220 hit points (derived from 21d12+84).
Greater Sphinx has communication capabilities including Celestial, Common, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Greater Sphinx
3 tips available
GM Tips: Using Greater Sphinx
When using Greater Sphinx in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
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Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
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Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
Player Guide: Facing Greater Sphinx
3 strategies available
Player Guide: Facing Greater Sphinx
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
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Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 17.
High-Level Solo Encounter:
This creature is too powerful for a single level-20 character. You need 2.0 character(s) at maximum level (20) to face this creature.
Experience Point Thresholds:
- Medium: 30,600 XP
- Hard: 45,900 XP
- Deadly: 61,200 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Greater Sphinx?
- Greater Sphinx has a Challenge Rating of 17, making it appropriate for parties of level 17.0.
- What type of creature is Greater Sphinx?
- Greater Sphinx is a Huge Monstrosity, which affects how certain spells and abilities interact with it.
- What languages does Greater Sphinx speak?
- Greater Sphinx can communicate in Celestial, Common, telepathy 120 ft..
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