No hero yet
Set a level on the left and strike the seal to forge your first character.
Set a level on the left and strike the seal to forge your first character.
Pick a threat tier on the left and strike the seal to summon your first monster.
Set a level and hoard size on the left, then strike the seal to crack it open.
Set your party's details on the left, then strike the seal to spring the trap.
Set the size, wealth and type on the left, then strike the seal to raise a settlement.
CR 17 (18,000 XP), Large monstrosity, Lawful Neutral
Saving Throws Dex +6, Con +11, Wis +10, Cha +12
Skills Arcana +9, Religion +9
Immunities psychic; charmed, frightened
Senses darkvision 120 ft., passive Perception 14
Languages Common, Sphinx
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, and telepathic messages sent to it are read only if it allows.
Magic Weapons. The sphinx’s weapon attacks are magical.
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; creatures within 500 feet may be forced to make Wisdom saves against being frightened or stunned, effects scaling with how many times the sphinx has roared that day.
How hard a fight? Against a party of four, a single androsphinx is deadly at levels 1–12, hard at levels 13–15, medium at levels 16–18 and easy at levels 19–20. Add allies or more foes in the encounter generator.
Where you'll find it: deserts.
Story hooks
Similar creatures: Nagpa, Purple Worm.
D&D 5e, 2014 rules. Includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 License. Fantasy Portal is unofficial Fan Content, not approved or endorsed by Wizards.