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

