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Luposphinx

        The rapacious luposphinx bears the head of a giant
        wolf on its leonine body. It is a shrewd creature
        that constantly seeks to expand its territory. It does
        this by forming packs of subservient beasts and
        humanoids, establishing itself as their alpha.
          Woodland Predator.  The luposphinx lives in
        temperate swamps, coastal prairies, and woodland
        areas. It makes its lair in the ruins of temples and
        keeps or large caves. The luposphinx will eat any
        type of meat, even carrion, but it has developed a
        taste for elven and halfling flesh and goes out of its
        way to hunt for them.
          Pack Tactics. In combat, the luposphinx usually
        lets its allies attack first. It then picks the most
        vulnerable target, maneuvering into a position
        where it can flank it and possibly attack by surprise.
        If faced with large numbers of enemies, the
        luposphinx can let loose a terrifying howl that can
        cause creatures to turn and flee.
          Monstrous Allies. Luposphinxes tend to associate
        with and dominate bugbears, goblins, xvarts, wolves,
        dire wolves, and winter wolves. They have also been
        known to work with werewolves and with cultists of
        Malar the Beast Lord.




         Luposphinx                                            attacks.  If both Claw attacks hit the same target, the target takes an
                                                               extra 4 (1d8) slashing damage.
         Large monstrosity, neutral evil
                                                               Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,  one target.
                                                               Hit: 10 (2d6 + 3) piercing damage.  If the target is a creature, it must
         Armor Class 15 (natural armor)
                                                               succeed on a DC 13 Strength saving throw or be knocked prone.
         Hit Points 75 (10d10 + 20)
         Speed 40 ft., fly 60 ft.                              Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
                                                               Hit: 7 (1d8 + 3) slashing damage.
              STR           DEX           CON           INT           WIS           CHA
                                                               Howl (2/Day). The sphinx emits a magical howl. Each enemy
                 17 (+3)      15 (+2)      14 (+2)        8 (-1)       15 (+2)      12 (+1)
                                                               creature within 100 feet of the sphinx and able to hear the howl
                                                               must make a DC 13 Wisdom saving throw or become frightened
         Skills Perception +5, Stealth +5, Survival +5
                                                               for 1 minute.  A frightened creature must spend its turns trying to
         Damage Resistances bludgeoning, piercing, and slashing from
                                                               move as far away from the sphinx as it can, and it can’t willingly
           nonmagical weapons
                                                               move to a space within 30 feet of it. The frightened creature also
         Damage Immunities psychic
                                                               can’t take reactions. For its action, it can use only the Dash action or
         Condition Immunities charmed, frightened
                                                               try to escape from an effect that prevents it from moving. If there’s
         Senses truesight 120 ft., passive Perception 15
                                                               nowhere to move, the creature can use the Dodge action. A creature
         Languages Common, Sphinx
                                                               can repeat the saving throw at the end of each of its turns, ending the
         Challenge 5 (1,800 XP)       Proficiency Bonus +3
                                                               effect on itself on a success.
                                                               Legendary Actions
         Keen Hearing and Smell. The sphinx has advantage on Wisdom
         (Perception) checks that rely on hearing or smell.    The sphinx can take 3 legendary actions, choosing from the options
                                                               below. Only one legendary action option can be used at a time and
         Inscrutable. The sphinx is immune to any effect that would sense
                                                               only at the end of another creature's turn. The sphinx regains spent
         its emotions or read its thoughts, as well as any divination spell that
                                                               legendary actions at the start of its turn.
         it refuses. Wisdom (Insight) checks made to ascertain the sphinx's
         intentions or sincerity have disadvantage.            Claw Attack. The sphinx makes one Claw attack.
                                                               Teleport (Costs 2 Actions). The sphinx magically teleports, along
         Magic Weapons. The sphinx's weapon attacks are magical.
                                                                 with any equipment it is wearing or carrying, up to 60 feet to an
         Pack Tactics. The sphinx has advantage on an attack roll against     unoccupied space it can see.
         a creature if at least one of the sphinx's allies is within 5 feet of the   Raking Pounce (Costs 3 Actions). The sphinx moves up to its
         creature and the ally isn't incapacitated.              speed and makes two Claw attacks. If both Claw attacks hit the
                                                                 same target, the target takes an extra 4 (1d8) slashing damage.
         Actions
         Multiattack. The sphinx makes one Bite attack and two Claw
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