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Sphinx of Valor

Large · Celestial · CR 17 · Lawful Neutral

Source. 5e 2024 Rules
Armor Class
17 (natural armor)
Hit Points and Hit Dice
199 (19d10 + 95)
Challenge Rating CR
17

Ability Scores

Core attributes and their modifiers.

STR
22
+6
DEX
10
+0
CON
20
+5
INT
16
+3
WIS
23
+6
CHA
18
+4

Overview

Category Monsters
Size Large
Type Celestial
Alignment Lawful Neutral
XP 18000
Initiative Bonus +12

Movement

Walk 40 ft (12.2 m)
Fly 60 ft (18.3 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Truesight 120 ft (36.6 m)
Passive Perception 22

Saving Throws

Strength +6 Dexterity +6 Constitution +11 Intelligence +9 Wisdom +12 Charisma +4

Skills

Arcana +9 Perception +12 Religion +15

Languages

Celestial, Common

Resistances & Immunities

Damage Immunities
psychic
Damage Resistances
necrotic, radiant
Condition Immunities
charmed, frightened

Traits

Inscrutable

No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.

Legendary Resistance (3/Day, or 4/Day in Lair)

If the sphinx fails a saving throw, it can choose to succeed instead.

Actions

Claw

Cost 1

+12 to hit, reach 5 ft (1.5 m). Hit: 4d6+6 slashing damage.

Melee Attack Roll: +12, reach 5 ft. 20 (4d6 + 6) Slashing damage.

Multiattack

Cost 1

The sphinx makes two Claw attacks and uses Roar.

Roar

3/day

The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest): - First Roar: Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute. - Second Roar: Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. - Third Roar: Constitution Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: 44 (8d10) Thunder damage, and the target has the Prone condition. Success: Half damage only.

Spellcasting

Cost 1

The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):

  • At Will: Detect Evil and Good, Thaumaturgy
  • 1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth

Legendary Actions

Arcane Prowl

Cost 1

The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.

Weight of Years

Cost 1

Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its next turn.

About Sphinx of Valor

Sphinx of Valor is a large celestial with a Challenge Rating of 17. It has a lawful neutral alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 199 hit points (derived from 19d10 + 95).

Sphinx of Valor has communication capabilities including Celestial, Common. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Sphinx of Valor

1 tips available

When using Sphinx of Valor in your D&D 5e campaign, consider these tactical approaches:

  • 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 Sphinx of Valor

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • 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

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

What is the challenge rating of Sphinx of Valor?
Sphinx of Valor has a Challenge Rating of 17, making it appropriate for parties of level 17.0.
What type of creature is Sphinx of Valor?
Sphinx of Valor is a Large Celestial, which affects how certain spells and abilities interact with it.
What languages does Sphinx of Valor speak?
Sphinx of Valor can communicate in Celestial, Common.

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