Sphinx of Valor
Large Celestial, Lawful NeutralAC 17
HP 199 (19d10 + 95)
Speed 40 ft., fly 60 ft.
STR
22 (+6)
Save +6
DEX
10 (+0)
Save +6
CON
20 (+5)
Save +11
INT
16 (+3)
Save +9
WIS
23 (+6)
Save +12
CHA
18 (+4)
Save +4
Saving Throws DEX +6, CON +11, INT +9, WIS +12
Skills Arcana +9, Perception +12, Religion +15
Resistances Necrotic; Radiant
Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 22
Languages Celestial, Common
CR 17
Traits
Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.
Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The sphinx makes two Claw attacks and uses Roar.
Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage.
Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest): First Roar: wis 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute. Second Roar: wis 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Third Roar: con 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: 44 (8d10) Thunder damage, and the target has the Prone condition. Success: Half damage only.
Legendary Actions
Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.
Weight of Years. con 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its next turn.