Androsphinx
Source: SRD / Basic Rules
title: Androsphinx

*Large monstrosity, Lawful Neutral*
- **Armor Class** 17 (natural armor)
- **Hit Points** 199 (`19d10 + 95`)
- **Speed** 40 ft., fly 60 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|22 (+6)|10 (+0)|20 (+5)|16 (+3)|18 (+4)|23 (+6)|
- **Proficiency Bonus** +6
- **Saving Throws** Dexterity +6, Constitution +11, Intelligence +9, Wisdom +10
- **Skills** Arcana +9, Perception +10, Religion +15
- **Senses** truesight 120 ft., passive Perception 20
- **Damage Immunities** psychic; bludgeoning, piercing, slashing from nonmagical attacks
- **Condition Immunities** [charmed](rules/conditions.md#charmed), [frightened](rules/conditions.md#frightened)
- **Languages** Common, Sphinx
- **Challenge** 17
## 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](rules/skills.md#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](compendium/spells/sacred-flame.md), [spare the dying](compendium/spells/spare-the-dying.md), [thaumaturgy](compendium/spells/thaumaturgy.md)
**1st level (4 slots)**: [command](compendium/spells/command.md), [detect evil and good](compendium/spells/detect-evil-and-good.md), [detect magic](compendium/spells/detect-magic.md)
**2nd level (3 slots)**: [lesser restoration](compendium/spells/lesser-restoration.md), [zone of truth](compendium/spells/zone-of-truth.md)
**3rd level (3 slots)**: [dispel magic](compendium/spells/dispel-magic.md), [tongues](compendium/spells/tongues.md)
**4th level (3 slots)**: [banishment](compendium/spells/banishment.md), [freedom of movement](compendium/spells/freedom-of-movement.md)
**5th level (2 slots)**: [flame strike](compendium/spells/flame-strike.md), [greater restoration](compendium/spells/greater-restoration.md)
**6th level (1 slots)**: [heroes' feast](compendium/spells/heroes-feast.md)
## 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.
***Roar (3/Day).*** 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](rules/conditions.md#frightened) for 1 minute. A [frightened](rules/conditions.md#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](rules/conditions.md#deafened) and [frightened](rules/conditions.md#frightened) for 1 minute. A [frightened](rules/conditions.md#frightened) creature is [paralyzed](rules/conditions.md#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](rules/conditions.md#prone). On a successful save, the creature takes half as much damage and isn't knocked [prone](rules/conditions.md#prone).
## 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.Environment
desert