Gypsosphinx
Large monstrosity, neutral evil
Armor Class
17 (natural armor)
Hit Points
171 (18d10 + 72)
Speed
40 ft., fly 70 ft.
STR
20 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
18 (+4)
WIS
18 (+4)
CHA
18 (+4)
Damage Immunities
psychic, poison
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
poisoned
Senses
truesight 90 ft., passive Perception 19
Skills
Arcana +9, History +9, Perception +9, Religion +9
Languages
Abyssal, Common, Darakhul, Sphinx
Challenge
14 (11500 XP)
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.
Mystic Sight. A gypsosphinx sees death coming and can foretell the manner of a person’s death. This ability does not come with any urge to share that information. Gypsosphinxes are notorious for hinting, teasing, and even lying about a creature’s death (“If we fight, I will kill you and eat your heart. I have seen it,” is a favorite bluff).
Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:
Cantrips: (at will): mage hand, mending, minor illusion, poison spray
1st level (4 slots): comprehend languages, detect magic, identify
2nd level (3 slots): blur, darkness, locate object
3rd level (3 slots): dispel magic, glyph of warding, major image
4th level (3 slots): blight, greater invisibility
5th level (1 slot): cloudkill
Actions
Multiattack. The sphinx makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) slashing damage.
Rake. If the sphinx succeeds with both claw attacks, it automatically follows up with a rake attack. If the target fails a DC 17 Dexterity check, it is knocked prone and takes 14 (2d8 + 5) slashing damage.
Legendary Actions
The sphinx can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
Bite Attack. The sphinx makes one bite 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.