Page 233 - Monster Manual Expanded III Dragonix
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Dracosphinx                                           Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting
                                                               ability is Intelligence (spell save DC 16, +8 to hit with spell attacks).
         Large monstrosity (dragon), chaotic evil
                                                               The sphinx has the following wizard spells prepared:
                                                               Cantrips (at will): dancing lights, fire bolt (2d10), mage hand,
         Armor Class 17 (natural armor)                          minor illusion
         Hit Points 136 (16d10 + 48)                           1st level (4 slots): charm person, silent image,* magic missile,
         Speed 40 ft., fly 60 ft.                                shield
                                                               2nd level (3 slots): invisibility,*  phantasmal force*, suggestion
              STR           DEX           CON           INT           WIS           CHA   3rd level (3 slots): counterspell, fear,* major image*
                 21 (+5)      12 (+1)      17 (+3)      18 (+4)      11 (+0)      16 (+3)  4th level (3 slots): greater invisibility*, phantasmal killer*
                                                               5th level (1 slot): mislead*
         Saving Throws Dex +5, Con +7, Int +8, Wis +4
                                                               Fire Breath (Recharge 5–6). The sphinx exhales fire in a 30-foot
         Skills Arcana +8, Perception +4, Stealth +5
                                                               cone. Each creature in that area must make a DC 15 Dexterity saving
         Damage Resistances bludgeoning, piercing, and slashing from
                                                               throw, taking 49 (14d6) fire damage on a failed save, or half as much
           nonmagical weapons
                                                               damage on a successful one.
         Damage Immunities fire, psychic
         Condition Immunities charmed, frightened              Bonus Actions
         Senses truesight 120 ft., passive Perception 14
                                                               Displacement (Recharges after the Sphinx Casts an Illusion Spell
         Languages Common, Draconic, Sphinx
                                                               of 1st Level or Higher*). The sphinx projects an illusion that makes
         Challenge 12 (8,400 XP)       Proficiency Bonus +4
                                                               the sphinx appear to be standing in a place a few inches from its
                                                               actual location, causing any creature to have disadvantage on attack
         Inscrutable. The sphinx is immune to any effect that would sense
                                                               rolls against the sphinx. The effect ends if the sphinx takes damage, it
         its emotions or read its thoughts, as well as any divination spell that
                                                               is incapacitated, or its speed becomes 0.
         it refuses. Wisdom (Insight) checks made to ascertain the sphinx's
         intentions or sincerity have disadvantage.            Legendary Actions
         Magic Weapons. The sphinx's weapon attacks are magical.   The sphinx can take 3 legendary actions, choosing from the options
         Actions                                               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
         Multiattack. The sphinx makes one Bite attack and two Claw   legendary actions at the start of its turn.
         attacks.  If both Claw attacks hit the same target, the target takes an   Claw Attack. The sphinx makes one Claw attack.
         extra 4 (1d8) slashing damage.                        Teleport (Costs 2 Actions). The sphinx magically teleports, along
         Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,  one target.     with any equipment it is wearing or carrying, up to 120 feet to an
         Hit: 16 (2d10 + 5) piercing damage.                     unoccupied space it can see.
                                                               Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list
         Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
                                                                 of prepared spells, using a spell slot as normal.
         Hit: 9 (1d8 + 5) slashing damage.
        Dracosphinx
        The dracosphinx has the body and limbs of a lion and the head,
        wings, and tail of a red dragon. It is a calculating, cunning, and
        narcissistic monster that believes those of its kind are destined
        to rule over everything else. It craves and hoards treasure
        just like a red dragon, and relishes playing a battle of wits to
        demonstrate its perceived intellectual superiority, just like any
        sphinx.
          Draconic Trickster. In combat, the dracosphinx let its
        allies engage first while it keeps itself hidden or invisible. It
        plans its actions and chooses its targets carefully before it
        strikes. While it prefers to use spells, it won't hesitate to
        maul a foe with its fangs and claws if it won't put itself in
        any danger. If hard-pressed or it sees an opportunity to
        hit multiple targets, it will use its powerful fire breath
        attack. If the dracosphinx recognizes it is losing the
        fight, it will try to escape or negotiate its way out of it.
          Secret Lairs. Dracosphinxes make their lairs in
        great caverns located within high desert mountains
        and volcanoes or deep within the ruins of sunken
        temples and pyramids. The dracosphinx always keeps
        its lairs hidden by illusions and protected by various
        magical traps.
          Monstrous Allies. It is not uncommon for
        dracosphinxes to have kobolds, lizardfolk, dracotaurs,
        and minotaurs as minions. Some dracosphinxes
        have been known to work with the Cult of the
        Dragon and the Church of Tiamat, serving as both
        guardian and advisor.

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                    Bestiary
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