Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
Common,Sphinx,telepathy 120.0 ft (36.6 m).
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.
Monstrosity Resilience
The sphinx is resistant to exhaustion and to the frightened condition.
Psychic Claws
The sphinx's Claw attacks are magical. When the sphinx hits with a Claw attack, the Claw deals an extra 3d6 psychic damage (included in the attack).
Actions
Cast a Spell (Costs 2 Actions)
The sphinx uses Spellcasting.
Claw
+8 to hit, reach 5 ft (1.5 m). Hit: 2d10+4 plus 3d6 psychic damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) slashing damage plus 10 (3d6) psychic damage.
Multiattack
The sphinx makes three Claw attacks, or it makes four Psychic Bolt attacks. It can replace one attack with a use of Spellcasting.
Psychic Bolt
+9 to hit, range 120 ft (36.6 m). Hit: 4d6+5 psychic damage.
Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 19 (4d6+5) psychic damage.
Psychic Burst (Costs 2 Actions)
The sphinx sends out a burst of psychic energy. Each creature within 20 feet of the sphinx that has an INT of 8 or higher must succeed on a DC 17 INT save or be incapacitated until the end of its next turn, as it reels from the psychic onslaught.
Spellcasting
The sphinx casts one of the following spells, requiring no spell components and using CHA as the spellcasting ability (spell save DC 17).
- At Will: detect magic, minor illusion, prestidigitation
- 3/Day Each: augury (as an action), major image, suggestion, tongues
1/day: hallucinatory terrain (as an action)
Bonus Actions
Psychic Connection
One creature the sphinx can see within 60 feet of it must succeed on a DC 17 WIS save or be mentally connected to the sphinx until the sphinx chooses to end it or until the sphinx dies or the target dies. While connected in this way, the sphinx can cause the target to experience one of the following effects at the start of each of the target's turns. The effect lasts until the start of the target's next turn or until the connection ends. The target can repeat the save at the end of each of its turns, ending the connection on a success.
- Disoriented. When the target moves, it moves in a random direction.
- Distracted. When the target casts a spell, it must succeed on a DC 17 WIS save or be unable to cast the spell, using the action, bonus action, or reaction to cast the spell but not expending the spell slot or similar limited use of the spell.
- Seeing Double. The target has disadvantage on weapon attack rolls.
Legendary Actions
Cast a Spell
The sphinx uses Spellcasting.
Psychic Burst
The sphinx sends out a burst of psychic energy. Each creature within 20 feet of the sphinx that has an INT of 8 or higher must succeed on a DC 17 INT save or be incapacitated until the end of its next turn, as it reels from the psychic onslaught.
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 Gynosphinx
Gynosphinx is a large monstrosity with a Challenge Rating of 11. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 17 and possesses 204 hit points (derived from None).
Gynosphinx has communication capabilities including Common,Sphinx,telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Gynosphinx
2 tips available
GM Tips: Using Gynosphinx
When using Gynosphinx 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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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 Gynosphinx
2 strategies available
Player Guide: Facing Gynosphinx
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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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 11.
Solo Encounter:
A single character of level 15 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 13,200 XP
- Hard: 19,800 XP
- Deadly: 26,400 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 Gynosphinx?
- Gynosphinx has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
- What type of creature is Gynosphinx?
- Gynosphinx is a Large Monstrosity, which affects how certain spells and abilities interact with it.
- What languages does Gynosphinx speak?
- Gynosphinx can communicate in Common,Sphinx,telepathy 120 ft..
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