Necrosphinx

Large Monstrosity, lawful evil


  • Armour Class 20 (natural armour)
  • Hit Points 220 (19d10 + 115)
  • Speed 40ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 23 (+6)

  • Saving Throws Dex +6, Con +11, Int +9, Wis +10
  • Skills Arcana +9, Perception +10, Religion +15
  • Damage Immunities s psychic; bludgeoning, piercing,
  • and slashing from non magical weapons
  • Condition Immunities charmed, frightened
  • Senses truesight 120ft., passive Perception 20
  • Languages Common, Sphinx
  • Challenge 18

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.

Actions

Multiattack. The sphinx makes two Scythe attacks

Scyhte. Melee Weapon Attack: +12 to hit, reach 5ft., 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 for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turn s, endin g the effect on itself on a success.

Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened fo r 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.

Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thund er damage and is knocked prone . On a successful save, the creature takes half as much damage and isn 't knocked prone.

Legendary Actions

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 th e start of its turn.

Wing Blade Melee Weapon Attack: + 14 to hit, reach 10ft., one target. Hit 21 (3d8 + 8) slashing damage plus 13 (3d8) necrotic damage. If the sphinx scores a critical hit, it rolls damage dice three times, instead of twice

Deathly Charge (Costs 2 Actions) The Necrosphinx takes the disengage action and then moves up to it's full movement towards one creature and immediately performs one Scythe atttack and one Wing Blade attack

Necrotic Breath (Costs 3 Actions) (Recharge 5-6) The sphinx exhales a sickening stream of writhing scarab beetles in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Constitution saving throw, taking 36 (6d10) necrotic damage on a failed save, or half as much damage on a successful one.

Lair Actions

If the Necroshinx is currently protecting the entrance to the Tomb or Crypt of it's creator or master, once per day at Initiative count 20, it may perform one of the following 2 actions

Swarm of Scarabs A cloud of scarab beetles swirls about in a 20-foot-radius sphere centered on a point the Sphinx can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC l5 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the of each of its turns, ending the effect on itself on a success

Writhing Sands Pits of quicksand that the Sphinx can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pit must succeedon a DC 15 Strength saving throw or be pulled up to 20 feet into the sand and knocked prone.