Androsphinx 5e (5th Edition) Monster In Dnd Monsters

  • Armor Class 17 (Natural Armor)
  • Hit Points 199 (19d10 + 95)
  • Speed 40 ft., fly 60 ft.

  • Saving Throws: DEX +6, CON +11, INT +9, WIS +10
  • Skills: Arcana +9, Perception +10, Religion +15
  • Damage Immunities:Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities:Charmed, Frightened
  • Senses: Truesight 120 ft., Passive Perception 20
  • Languages: Common, Sphinx
  • Challenge: 17 (18,000 XP)
  • Proficiency Bonus: +6

Actions

  • Multiattack. The sphinx makes two claw attacks.
  • Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Legendary Actions

  • Claw Attack: The sphinx makes one claw attack.
  • Teleport (Costs 2 Actions): The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
  • Cast a Spell (Costs 3 Actions): The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
STRDEXCONINTWISCHA
22 (+6)10 (+0)20 (+5)16 (+3)18 (+4)23 (+6)

Attributes

AC17 (Natural Armor)
AlignmentLawful Neutral
CHA23
CON20
Challenge Rating17
Condition ImmunitiesCharmed, Frightened
DEX10
HP199 (19d10+95)
INT16
ImmunitiesPsychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
LanguagesCommon, Sphinx
Passive Perception20
Roll 0Claw 1d20 + 12 2d10+6
STR22
Saving ThrowsDex +6, Con +11, Int +9, Wis +10
SensesTruesight 120 Ft.
SizeLarge
SkillsArcana +9, Perception +10, Religion +15
Speed40 ft., fly 60 ft.
Spell BookSacred Flame, Spare The Dying, Thaumaturgy, Command, Detect Evil And Good, Detect Magic, Lesser Restoration, Zone Of Truth, Dispel Magic, Tongues, Banishment, Freedom Of Movement, Flame Strike, Greater Restoration, Heroes’ Feast
Typemonstrosity
WIS18

 

 

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