Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
Common,Sphinx
Resistances & Immunities
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. WIS (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
Magical Claws
The sphinx's Claw attacks are magical. When the sphinx hits with a Claw attack, the Claw deals an extra 2d8 force damage (included in the attack).
Monstrosity Resilience
The sphinx is resistant to exhaustion and to the frightened condition.
Actions
Arcane Bolt
+12 to hit, range 120 ft (36.6 m). Hit: 4d8+6 force damage.
Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 24 (4d8+6) force damage.
Cast a Spell (Costs 2 Actions)
The sphinx uses Spellcasting.
Claw
+12 to hit, reach 5 ft (1.5 m). Hit: 2d10+6 plus 2d8 force damage.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing damage plus 9 (2d8) force damage.
Lacerating Swipe (Costs 2 Actions)
The sphinx rears up on its hind legs, wings fluttering, and swipes in a wide arc with both its forepaws. Each creature in a 15-foot cone must succeed on a DC 18 DEX save or take 11 (2d10) slashing damage and suffer a bleeding wound. A creature with a bleeding wound loses 5 (1d10) HP at the start of each of its turns. Any creature can take an action to stanch the wound with a successful DC 18 WIS (Medicine) check. The wound also closes if the bleeding creature receives magical healing.
Multiattack
The sphinx makes four Claw or Arcane Bolt attacks. It can replace one attack with a use of Spellcasting.
Spellcasting
The sphinx casts one of the following spells, requiring no material components and using WIS as the spellcasting ability (spell save DC 18).
- At Will: command, detect evil and good, thaumaturgy
- 3/Day Each: dispel magic, restoration, tongues, zone of truth
- 2/Day Each: freedom of movement, greater restoration
1/day: heal
Bonus Actions
Roar
The sphinx emits one of the following magical roars. Each roar is audible up to 300 feet away. When it roars, the sphinx chooses up to three creatures it can see within 120 feet of it to be affected by the roar. A creature that fails a save and is affected by an ongoing effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.
- Rumbling Roar. This deep roar rumbles through each target's body, rattling it to its bones. Each target must succeed on a DC 18 CON save or deal only half damage with weapon attacks that use STR or DEX for 1 minute.
- Terrifying Roar. This shrill roar tugs at the self-preservation instincts within creatures. Each target must succeed on a DC 18 WIS save or be frightened for 1 minute. While frightened, a creature's speed is 0. If a creature fails the save by 5 or more, it is also paralyzed while frightened.
- Thunderous Roar. This booming roar slams against the chosen creatures. Each target must succeed on a DC 18 STR save or be pushed up to 15 feet away from the sphinx, knocked prone, and deafened for 1 minute.
Legendary Actions
Cast a Spell
The sphinx uses Spellcasting.
Lacerating Swipe
The sphinx rears up on its hind legs, wings fluttering, and swipes in a wide arc with both its forepaws. Each creature in a 15-foot cone must succeed on a DC 18 DEX save or take 11 (2d10) slashing damage and suffer a bleeding wound. A creature with a bleeding wound loses 5 (1d10) HP at the start of each of its turns. Any creature can take an action to stanch the wound with a successful DC 18 WIS (Medicine) check. The wound also closes if the bleeding creature receives magical healing.
Teleport
The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
About Androsphinx
Androsphinx is a large monstrosity with a Challenge Rating of 17. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 17 and possesses 284 hit points (derived from None).
Androsphinx has communication capabilities including Common,Sphinx. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Androsphinx
1 tips available
GM Tips: Using Androsphinx
When using Androsphinx 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.
Player Guide: Facing Androsphinx
1 strategies available
Player Guide: Facing Androsphinx
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.
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 Androsphinx?
- Androsphinx has a Challenge Rating of 17, making it appropriate for parties of level 17.0.
- What type of creature is Androsphinx?
- Androsphinx is a Large Monstrosity, which affects how certain spells and abilities interact with it.
- What languages does Androsphinx speak?
- Androsphinx can communicate in Common,Sphinx.
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