Gynosphinx

Gynosphinx

Large monstrosity, lawful neutral

11
Challenge Rating
7200 XP

The gynosphinx is a majestic and enigmatic creature, often depicted as a sphinx with features resembling a human woman. Graceful and regal, it possesses the body of a lioness and a pair of magnificent wings. Its eyes hold a piercing gaze that seems to penetrate one’s very thoughts.

Gynosphinxes are known for their deep wisdom and vast knowledge. They are renowned riddlers, often posing challenging questions or puzzles to those who seek their guidance or treasures. These creatures guard ancient tombs, hidden temples, or sacred sites, and they are often associated with the mysteries of the past.

In addition to their formidable physical attributes, gynosphinxes possess magical abilities. They can cast spells, including enchantments, divinations, and illusions, making them formidable adversaries and cunning allies. Gynosphinxes are capable of flight, allowing them to soar through the skies with grace and speed.

Encountering a gynosphinx can be both a test of wit and an opportunity for enlightenment. They are known to be selective in their interactions, favoring those who display intelligence, honor, and respect. A gynosphinx may offer valuable information, ancient lore, or magical artifacts to those who can successfully solve their riddles or fulfill their quests.

However, gynosphinxes can also be aloof and guarded, sometimes toying with those who fail their tests or refusing assistance altogether. They possess a sense of mystery and aloofness that adds to their allure and makes them intriguing figures in the world of D&D.

Approaching a gynosphinx requires caution, respect, and a keen intellect. They are not easily swayed by force or intimidation and demand a certain level of intellectual prowess and integrity from those who seek their wisdom or treasures.

Special Abilities

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.

Spellcasting

The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:

– Cantrips (at will): mage hand, minor illusion, prestidigitation
– 1st level (4 slots): detect magic, identify, shield
– 2nd level (3 slots): darkness, locate object, suggestion
– 3rd level (3 slots): dispel magic, remove curse, tongues
– 4th level (3 slots): banishment, greater invisibility
– 5th level (1 slot): legend lore

Actions

  • Multiattack: The sphinx makes two claw attacks.
  • Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Legendary Actions

  • Claw Attack: The sphinx makes one claw attack.
  • Teleport (Costs 2 Actions): The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
  • Cast a Spell (Costs 3 Actions): The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

Lair Actions

  1. Riddle of the Ages: On initiative count 20 (losing initiative ties), the sphinx can pose a riddle to one creature it can see within 60 feet. The target must make a DC 15 Intelligence saving throw or be stunned until the end of their next turn as they are locked in thought. Success means the creature is immune to this lair action for the next 24 hours.
  2. Temporal Shift: The sphinx can alter the flow of time within its lair. It can choose to either speed up or slow down time for all creatures except itself in a 60-foot radius. Those affected by the slow effect have their speed halved, and those affected by the speed-up effect gain an additional action on their turn. This effect lasts until the start of the sphinx’s next turn.
  3. Mystical Barrier: The sphinx can create a barrier of magical energy around itself or an area within the lair. The barrier is a 10-foot radius sphere that lasts until the start of the sphinx’s next turn. It acts as a wall of force, blocking entry or exit and providing protection to whatever is inside.

Lore

The Stream

Armor Class: 17 (natural armor)
Hit Points: 136 (16d10+48)
Speed: 40 ft. (walk), 60 ft. (fly)
str
+4
18
dex
+2
15
con
+3
16
int
+4
18
wis
+4
18
cha
+4
18
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: psychic
Condition Immunities: Charmed, Frightened
Proficiency Bonus: +4

Proficiencies

  • Skill: Arcana +12
  • Skill: History +12
  • Skill: Perception +8
  • Skill: Religion +8

Senses

  • Passive Perception: 18
  • Truesight: 120′
Languages: Common, Sphinx
Environment: Desert

Credits: SRD 5.1