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.
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