Page 235 - Monster Manual Expanded III Dragonix
P. 235

Taurusphinx                                           two Claw attacks.  If both Claw attacks hit the same target, the target
                                                               takes an extra 4 (1d8) slashing damage.
         Large monstrosity, chaotic neutral
                                                               Gore. Melee Weapon Attack: +8 to hit, reach 5 ft.,  one target.
         Armor Class 14 (natural armor)                        Hit: 16 (2d10 + 5) piercing damage.
         Hit Points 102 (12d10 + 36)
                                                               Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
         Speed 40 ft., fly 60 ft.
                                                               Hit: 9 (1d8 + 5) slashing damage.
             STR           DEX           CON           INT           WIS           CHA   Bellow (2/Day). The sphinx emits a magical bellow. Each time it
                 20 (+5)      12 (+1)      17 (+3)        6 (-2)       10 (+0)        8 (-1)  bellows before finishing a long rest, the bellow is louder and the
                                                               effect is different, as detailed below. Each creature within 60 feet of
         Skills Athletics +8, Perception +3                    the sphinx and able to hear the bellow must make a saving throw.
         Damage Resistances bludgeoning, piercing, and slashing from    First Bellow. Each creature that fails a DC 14 Constitution saving
           nonmagical weapons                                    throw is deafened for 1 minute. A deafened creature can repeat
         Damage Immunities psychic                               the saving throw at the end of each of its turns, ending the effect on
         Condition Immunities charmed, frightened                itself on a success.
         Senses truesight 120 ft., passive Perception 13       Second Bellow. Each creature that fails a DC 14 Constitution
         Languages Common, Sphinx                                saving throw is deafened for 1 minute. A deafened creature is
         Challenge 7 (2,900 XP)       Proficiency Bonus +3       stunned and can repeat the saving throw at the end of each of its
                                                                 turns, ending the effect on itself on a success.
         Charge. If the sphinx moves at least 20 feet straight toward a   Legendary Actions
         creature and then hits it with a gore attack on the same turn, the
         target takes an extra 11 (2d10) piercing damage.      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
                                                               Claw Attack. The sphinx makes one Claw attack.
         intentions or sincerity have disadvantage.
                                                               Teleport (Costs 2 Actions). The sphinx magically teleports, along
         Reckless. At the start of its turn, the sphinx can gain advantage on     with any equipment it is wearing or carrying, up to 60 feet to an
         all melee weapon attack rolls it makes during that turn, but attack     unoccupied space it can see.
         rolls against it have advantage until the start of its next turn.  Raking Pounce (Costs 3 Actions). The sphinx moves up to its
                                                                 speed and makes two Claw attacks. If both Claw attacks hit the
         Magic Weapons. The sphinx's weapon attacks are magical.
                                                                 same target, the target takes an extra 4 (1d8) slashing damage.
         Actions
         Multiattack. The sphinx makes three attacks: one Gore attack and


        Taurusphinx
        The irascible and dimwitted taurusphinx possesses the
        body of a lion, the wings of a falcon, and the head of
        a bull. It is a very territorial creature and will attack
        and drive off anything that it sees encroaching
        where it lives, including other male sphinxes.
        The taurusphinx has an intense desire for
        gynosphinxes and will stop at nothing to mate
        with them. It collects treasure in the hopes
        of offering it to a gynosphinx. Gynosphinxes
        detest taurusphinxes, however, and avoid
        them at all costs.
          Grasslands Hunter. The taurusphinx
        is usually found in plains, grassy hills,
        savannahs, and tundras and makes its
        lair in caves and ruins. The taurusphinx
        is omnivorous, feeding primarily on grass
        but supplements its diet with meat. It
        usually hunts grazing mammals but will
        not hesitate to prey on humanoids if food
        is scarce.
          Mighty Beast. In combat, a taurusphinx
        will first charge at its prey, goring it with
        its massive horns. If the target is still alive
        after this brutal attack, the taurusphinx
        usually finishes it off with its raking claws.
        Against numerous or more formidable foes, the
        taurusphinx will use its powerful bellow to
        deafen and stun them.

       234          Bestiary
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