Page 236 - Monster Manual Expanded III Dragonix
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Threskisphinx
        The noble threskisphinx has the body and limbs of a lion and the
        great feathered wings and head of an ibis. It is a collector and
        devourer of knowledge, always procuring and searching
        for books, tomes, and various written materials that
        discuss arcana, geography, history, mathematics,
        nature, and religion. Because of its great wisdom, the
        threskisphinx is often sought by royalty, scholars,
        wizards, and adventurers. The threshkisphinx will
        not hesitate to share its knowledge for as long as
        those who receive it will use it for good.
          Reclusive Collector. The threskisphinx lives
        where it can keep its library and collection of books
        and historical relics organized and well-kept, as
        well as where it can scribe its own works in privacy.
        Such places would be abandoned castles, keeps,
        monasteries, temples, and wizard's towers. It
        obsessively keeps its lair clean and pristine,
        using magic to ensure it is free of molds and
        pests. The threskisphinx will rarely allow visitors
        inside its abode, let alone its library. It may
        take a considerable gift and an impressive
        reputation for the threskisphinx to make an
        exception.
          Magic Suppressor. A threskisphinx abhors
        combat and will never willingly get into a
        physical confrontation. It will always try to
        resolve a conflict through peaceful means
        or through a battle of wits. If forced to fight,
        the threskisphinx will mainly use its spells and
        focus on suppressing enemies' magical items.


         Threskisphinx                                         Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
                                                               Hit: 12 (2d8 + 3) slashing damage.
         Large monstrosity, neutral good
                                                               Spellcasting. The sphinx is an 8th-level spellcaster. Its spellcasting
                                                               ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It
         Armor Class 15 (natural armor)
                                                               has the following druid spells prepared:
         Hit Points 105 (14d10 + 28)
         Speed 40 ft., fly 60 ft.                              Cantrips (at will): druidcraft, guidance, produce flame (2d8)
                                                               1st level (4 slots): cure wounds, create or destroy water, fog cloud,
              STR           DEX           CON           INT           WIS           CHA     goodberry
                 16 (+3)      14 (+2)      15 (+2)      18 (+4)      18 (+4)      16 (+3)  2nd level (3 slots): find traps, healing spirit, lesser restoration
                                                               3rd level (3 slots): daylight, dispel magic, tidal wave
         Skills Arcana +7, Insight +7, Nature +7, Perception +7  4th level (2 slots): freedom of movement, polymorph
         Damage Resistances bludgeoning, piercing, and slashing from    Suppress Magic (Recharge 5–6). The sphinx targets one magic
           nonmagical weapons                                  item it can see within 120 feet of it. If the magic item isn’t an
         Damage Immunities psychic
                                                               artifact, its magical properties are suppressed for 10 minutes,
         Condition Immunities charmed, frightened
                                                               until the sphinx is incapacitated or dies, or until the sphinx uses a
         Senses truesight 120 ft., passive Perception 17
                                                               bonus action to end the effect.
         Languages Common, Sphinx
         Challenge 8 (3,900 XP)       Proficiency Bonus +3     Legendary Actions
                                                               The sphinx can take 3 legendary actions, choosing from the options
         Inscrutable. The sphinx is immune to any effect that would sense   below. Only one legendary action option can be used at a time and
         its emotions or read its thoughts, as well as any divination spell that   only at the end of another creature's turn. The sphinx regains spent
         it refuses. Wisdom (Insight) checks made to ascertain the sphinx's   legendary actions at the start of its turn.
         intentions or sincerity have disadvantage.
                                                               Cantrip. The sphinx casts a cantrip.
         Magic Weapons. The sphinx's weapon attacks are magical.   Claw Attack. The sphinx makes one Claw attack.
         Actions                                               Teleport (Costs 2 Actions). The sphinx magically teleports, along
                                                               with any equipment it is wearing or carrying, up to 60 feet to an
         Multiattack. The sphinx makes two Claw attacks. If both Claw   unoccupied space it can see.
         attacks hit the same target, the target takes an extra 9 (2d8) slashing   Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list
         damage.                                               of prepared spells, using a spell slot as normal.

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