CREATURE 8
Perception +18; darkvision, detect magic, see invisibility
Languages Common, Draconic, Sphinx; comprehend language
Skills Arcana +17, Athletics +18, Bardic Lore +19, Deception +16, Diplomacy +16, Intimidation +18, Occultism +17
Str +6 Dex +1 Con +3 Int +5 Wis +4 Cha +4
AC 27; Fort +16, Ref +14, Will +19
HP 135
Speed 35 feet, fly 40 feet
Melee claw +20 (agile), Damage 2d6+9 slashing
Occult Innate Spells DC 27; 4th clairaudience (at will), clairvoyance (at will), read omens, remove curse; 3rd dispel magic, locate; Cantrips (4th) detect magic; Constant (5th) tongues; (2nd) see invisibility
Claw Rake The sphinx rears back on their hind legs and makes two claw Strikes at the same target, using the same attack bonus as their highest melee attack. If both attacks deal damage, the target takes extra damage equal to one claw Strike.
Pounce The sphinx Strides and makes a Strike at the end of that movement. If the sphinx began this action hidden, they remain hidden until after the attack.
Warding Glyph Once per week, a Sphinx can create a magical symbol as though casting a heightened glyph of warding spell. The sphinx usually shapes the glyph to take the form of a written riddle, and sets the password to the answer. A creature that gives the wrong answer or tries to pass without answering must succeed at a DC 26 Will save or suffer one of the following spell effects, chosen by the sphinx when creating the symbol: synaptic pulse (5th), charm (4th), fear (3rd), phantom pain (3rd), sleep (3rd). The sphinx learns the identity of any creature that answers the riddle and tends to be friendly to them.
Open Sphinx in the interactive creatures list or browse all creatures starting with S.