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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Bestiary

