Page 231 - Monster Manual Expanded III Dragonix
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Sphinxes
Sphinxes
Not all sphinxes are divine guardians tasked to guard gods'
treasures. Some sphinxes, like the canisphinx, crocosphinx,
dracosphinx, luposphinx, taurusphinx, and the threskisphinx, are
free to do as they please. They sometimes work as mercenaries,
offering their services to powerful entities.
Canisphinx
The despicable canisphinx appears as a black-furred lion
with a jackal's head and the wings of a falcon. It is a
cunning and opportunistic predator, stalking its prey
patiently and biding its time until it can attack by
surprise. The canisphinx never engages an enemy
unless it believes it has the upper hand. It also
relishes toying and terrorizing weaker prey before
killing it.
Waste Dweller. The canisphinx prefers to
live in arid grasslands, bushlands, deserts,
and open savannas. It makes its lair in caves,
ruins, and rock outcroppings with high vantage
points where it can survey its vast territory. The
canisphinx is crepuscular, most active at dawn
and dusk.
Monstrous Allies. Canisphinxes are
usually solitary hunters, but they can also be
encountered as a mated pair. In some instances,
they will work with jackalweres and lamias.
Mummy lords have also employed canisphinxes
as scouts. Canisphinxes hate opinicuses and
attack them on sight.
Canisphinx Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) piercing damage. If the target is a creature, it must
Large monstrosity, neutral evil
succeed on a DC 13 Strength saving throw or be knocked prone.
Armor Class 16 (natural armor) Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit Points 97 (13d10 + 26) Hit: 7 (1d8 + 3) slashing damage.
Speed 40 ft., fly 60 ft. Howl (2/Day). The sphinx emits a magical howl. Each time it howls
before finishing a long rest, the howl becomes more potent, as
STR DEX CON INT WIS CHA detailed below. Each creature within 200 feet of the sphinx and able
17 (+3) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 14 (+2) to hear the howl must make a saving throw.
First Howl. Each enemy creature that fails a DC 13 Wisdom saving
Skills Deception +8, Perception +6, Stealth +6 throw is frightened for 1 minute. A frightened creature can repeat
Damage Resistances bludgeoning, piercing, and slashing from the saving throw at the end of each of its turns, ending the effect on
nonmagical weapons itself on a success.
Damage Immunities psychic Second Howl. Each enemy creature that fails a DC 13 Wisdom
Condition Immunities charmed, frightened saving throw is frightened for 1 minute. A frightened creature is
Senses truesight 120 ft., passive Perception 16 paralyzed and can repeat the saving throw at the end of each of its
Languages Common, Sphinx turns, ending the effect on itself on a success.
Challenge 6 (2,300 XP) Proficiency Bonus +3
Legendary Actions
Keen Hearing and Smell. The sphinx has advantage on Wisdom The sphinx can take 3 legendary actions, choosing from the options
(Perception) checks that rely on hearing or smell. 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
Inscrutable. The sphinx is immune to any effect that would sense
legendary actions at the start of its turn.
its emotions or read its thoughts, as well as any divination spell that
Claw Attack. The sphinx makes one Claw attack.
it refuses. Wisdom (Insight) checks made to ascertain the sphinx's
Teleport (Costs 2 Actions). The sphinx magically teleports, along
intentions or sincerity have disadvantage.
with any equipment it is wearing or carrying, up to 60 feet to an
Magic Weapons. The sphinx's weapon attacks are magical.
unoccupied space it can see.
Actions Raking Pounce (Costs 2 Actions). The sphinx moves up to its
speed and makes two Claw attacks. If both Claw attacks hit the
Multiattack. The sphinx makes one Bite attack and two Claw
same target, the target takes an extra 4 (1d8) slashing damage.
attacks. If both Claw attacks hit the same target, the target takes an
extra 4 (1d8) slashing damage.
230
Bestiary

