Page 232 - Monster Manual Expanded III Dragonix
P. 232

Crocosphinx                                           automatically hit the target with its bite, and the sphinx can't bite
                                                               another target.
         Large monstrosity, chaotic evil
                                                               Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
                                                               Hit: 9 (1d8 + 5) slashing damage.
         Armor Class 14 (natural armor)
         Hit Points 127 (15d10 + 45)                           Death Roll (Recharge 5-6). While the sphinx is underwater, a
         Speed 40 ft., fly 50 ft., swim 50 ft.                 creature the sphinx is grappling must make a DC 17 Strength saving
                                                               throw.  On a failed save, the creature takes 31 (4d12 + 5) slashing
             STR           DEX           CON           INT           WIS           CHA   damage and is stunned until the end of its next turn.  On a successful
                20 (+5)       10 (+0)      17 (+3)        6 (-2)       15 (+2)      10 (+0)  save, the creature takes half as much damage and isn't stunned.
                                                               Hiss and Bellow (2/Day). The sphinx emits a magical hiss or
         Skills Perception +6, Stealth +4                      bellow. The first time it uses this feature before finishing a long rest,
         Damage Resistances bludgeoning, piercing, and slashing from    the sphinx uses Hiss.  The second time it uses this feature before
           nonmagical weapons                                  finishing a long rest, it uses Bellow. Each creature within 60 feet of
         Damage Immunities psychic
                                                               the sphinx and able to hear the Sphinx must make a saving throw.
         Condition Immunities charmed, frightened
                                                               Hiss. Each creature that fails a DC 15 Wisdom saving throw is
         Senses truesight 120 ft., passive Perception 16
                                                                 frightened for 1 minute. A frightened creature can repeat the saving
         Languages Common, Sphinx
                                                                 throw at the end of each of its turns, ending the effect on itself on a
         Challenge 9 (5,000 XP)       Proficiency Bonus +4
                                                                 success.
                                                               Bellow. Each creature that fails a DC 15 Wisdom saving throw is
         Hold Breath. The sphinx can hold its breath for 30 minutes.
                                                                 frightened for 1 minute. A frightened creature is knocked prone and
         Inscrutable. The sphinx is immune to any effect that would sense     stunned and can repeat the saving throw at the end of each of its
         its emotions or read its thoughts, as well as any divination spell that     turns, ending the effect on itself on a success.
         it refuses. Wisdom (Insight) checks made to ascertain the sphinx's   Legendary Actions
         intentions or sincerity have disadvantage.
                                                               The sphinx can take 3 legendary actions, choosing from the options
         Magic Weapons. The sphinx's weapon attacks are magical.
                                                               below. Only one legendary action option can be used at a time and
         Actions                                               only at the end of another creature's turn. The sphinx regains spent
                                                               legendary actions at the start of its turn.
         Multiattack. The sphinx makes one Bite attack and two Claw   Claw Attack. The sphinx makes one Claw attack.
         attacks.  If both Claw attacks hit the same target, the target takes an
                                                               Teleport (Costs 2 Actions). The sphinx magically teleports, along
         extra 4 (1d8) slashing damage. It can use Death Roll in place of its
                                                                 with any equipment it is wearing or carrying, up to 60 feet to an
         Bite attack, if available.
                                                                 unoccupied space it can see.
         Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18   Raking Pounce (Costs 3 Actions). The sphinx moves up to its
         (2d12 + 5) piercing damage, and the target is grappled (escape DC     speed and makes two Claw attacks. If both Claw attacks hit the
         17). Until this grapple ends, the target is restrained, the sphinx can     same target, the target takes an extra 4 (1d8) slashing damage.
        Crocosphinx

        The crocosphinx is a nightmarish monstrosity
        that lurks in bayous, creeks, marshes, rivers,
        and swamps. It has a hulking leonine body, large
        feathered wings, and a crocodilian tail. Its head is that
        of a massive crocodile with light green osteoderms and
        a maw filled with sharp,  serrated teeth, framed by a
        lion's mane with small horn-like scales jutting out from its
        nape to the back of its body.
          Water Dweller. Like its reptilian kin, the crocosphinx
        spends most of its time submerged with only its eyes, snout,
        and top of its head visible. Its wings secrete an oily substance
        that resists water, enabling the crocosphinx to emerge from
        underwater and immediately fly effortlessly.
          Ambush Hunter. The crocosphinx hunts very much like a
        crocodile, patiently waiting for prey to approach when they come
        for a drink at the edge of the riverbank. When their target is
        within striking distance, the crocosphinx explodes from
        the water with blinding speed, propelling itself with its
        powerful tail and wings before locking its prey with
        its jaws. The crocosphinx then drag its victim into
        the water where it can use its death roll.
          Monstrous Allies. Crocosphinxes are aggressive,
        cruel, and evil. They sometimes lead tribes of
        lizardfolk and gatorfolk, who revere them. They have
        been known to associate with black dragons, hag
        covens, mummy lords, evil nagas, and yuan-ti.
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