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{"name":"Androsphinx","size":"large","type":"Monstrosity","tag":"","alignment":"law

ful neutral","hitDice":19,"armorName":"natural
armor","shieldBonus":0,"natArmorBonus":7,"otherArmorDesc":"17 (natural
armor)","speed":40,"burrowSpeed":0,"climbSpeed":0,"flySpeed":60,"hover":false,"swim
Speed":0,"customHP":false,"customSpeed":false,"hpText":"19","speedDesc":"40 ft.,
fly 60
ft.","strPoints":22,"dexPoints":10,"conPoints":20,"intPoints":16,"wisPoints":18,"ch
aPoints":23,"blindsight":0,"blind":false,"darkvision":0,"tremorsense":0,"truesight"
:120,"telepathy":0,"cr":"17","customCr":"17 (18,000
XP)","customProf":6,"isLegendary":true,"legendariesDescription":"The sphinx can
take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn.
The sphinx regains spent legendary actions at the start of its
turn.","isLair":false,"lairDescription":"When fighting inside its lair, the
androsphinx can invoke the ambient magic to take lair actions. On initiative count
20 (losing initiative ties), the androsphinx can take one lair action to cause one
of the following effects:","lairDescriptionEnd":"The androsphinx can't repeat an
effect until they have all been used, and it can't use the same effect two rounds
in a row.","isMythic":false,"mythicDescription":"If the androsphinx's mythic trait
is active, it can use the options below as legendary actions for 1 hour after using
{Some Ability}.","isRegional":false,"regionalDescription":"The region containing
the androsphinx's lair is warped by the creature's presence, which creates one or
more of the following effects:","regionalDescriptionEnd":"If the androsphinx dies,
the first two effects fade over the course of 3d10 days.","properties":
[],"abilities":[{"name":"Inscrutable","desc":"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."},{"name":"Magic Weapons","desc":"The sphinx's
weapon attacks are magical."},{"name":"Spellcasting","desc":"The sphinx is a 12th-
level spellcaster. Its spellcasting ability is Wisdom (spell save DC [WIS SAVE],
[WIS ATK] to hit with spell attacks). It requires no material components to cast
its spells. The sphinx has the following cleric spells prepared:\n\n\n> * Cantrips
(at will): _sacred flame, spare the dying, thaumaturgy_\n> * 1st level (4 slots):
_command, detect evil and good, detect magic_\n> * 2nd level (3 slots): _lesser
restoration, zone of truth_\n> * 3rd level (3 slots): _dispel magic, tongues_\n> *
4th level (3 slots): _banishment, freedom of movement_\n> * 5th level (2 slots):
_flame strike, greater restoration_\n> * 6th level (1 slot): _heroes'
feast_"}],"actions":[{"name":"Multiattack","desc":"The sphinx makes two claw
attacks."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +12 to hit, reach 5 ft.,
one target. _Hit:_ 17 (2d10 + 6) slashing damage."},{"name":"Roar
(3/Day)","desc":"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.\n**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.\n**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.\n**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."}],"bonusActions":[],"reactions":[],"legendaries":
[{"name":"Claw Attack","desc":"The sphinx makes one claw attack."},
{"name":"Teleport (Costs 2 Actions)","desc":"The sphinx magically teleports, along
with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space
it can see."},{"name":"Cast a Spell (Costs 3 Actions)","desc":"The sphinx casts a
spell from its list of prepared spells, using a spell slot as normal."}],"mythics":
[],"lairs":[],"regionals":[],"sthrows":[{"name":"dex","order":1},
{"name":"con","order":2},{"name":"int","order":3},
{"name":"wis","order":4}],"skills":[{"name":"arcana","stat":"int"},
{"name":"perception","stat":"wis"},{"name":"religion","stat":"int","note":"
(ex)"}],"damagetypes":[{"name":"psychic","note":"
(Immune)","type":"i"}],"specialdamage":[{"name":"bludgeoning, piercing, and
slashing from nonmagical attacks","note":" (Immune)","type":"i"}],"conditions":
[{"name":"charmed"},{"name":"frightened"}],"languages":
[{"name":"Common","speaks":true},
{"name":"Sphinx","speaks":true}],"understandsBut":"","shortName":"","pluralName":""
,"doubleColumns":true,"separationPoint":4,"damage":[]}

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