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Androsphinx

Large · Monstrosity · CR 17 · Lawful Neutral

Source. 5e 2014 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
18
+4
CHA
23
+6

Overview

Category Monsters
Subcategory Sphinxes
Size Large
Type Monstrosity
Alignment Lawful Neutral
XP 18000
Initiative Bonus +0

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 20

Saving Throws

Dexterity +6 Constitution +11 Intelligence +9 Wisdom +10

Skills

Arcana +9 Perception +10 Religion +15

Languages

Common, Sphinx

Resistances & Immunities

Damage Immunities
psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, frightened

Environments

Desert Ruins

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.

Spellcasting

The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:

  • Cantrips (at will): sacred flame, spare the dying, thaumaturgy
  • 1st level (4 slots): command, detect evil and good, detect magic
  • 2nd level (3 slots): lesser restoration, zone of truth
  • 3rd level (3 slots): dispel magic, tongues
  • 4th level (3 slots): banishment, freedom of movement
  • 5th level (2 slots): flame strike, greater restoration
  • 6th level (1 slot): heroes' feast

Actions

Claw

Cost 1

+12 to hit, reach 5 ft (1.5 m). Hit: 2d10 thunder damage.

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Multiattack

Cost 1

The sphinx makes two claw attacks.

Roar

3/day Cost 1

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.
First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Legendary Actions

Cast a Spell

Cost 3

The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

Claw Attack

Cost 1

The sphinx makes one claw attack.

Teleport

Cost 2

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 lawful neutral alignment.

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

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

When using Androsphinx 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 Androsphinx

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 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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