
Sphinx of Lore
Large celestial · CR 11 · 7,200 XP
17 AC · 170 HP
Roll the Sphinx of Lore
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Stat block
- Type
- Large celestial, lawful neutral
- Armor Class
- 17
- Hit Points
- 170 (20d10 + 60)
- Speed
- 40 ft., fly 60 ft.
- Challenge
- 11 (7,200 XP), proficiency +4
- Resistances
- necrotic, radiant
- Immunities
- psychic
- Condition immunities
- Charmed, Frightened
- Senses
- truesight 120 ft., passive perception 18
- Languages
- Celestial, Common
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 | 15 | 16 | 18 | 18 | 18 |
Sphinx of Lore odds against your Armor Class
Chance to hit, then average damage per attack once misses and critical hits are counted.
| Attack | AC 12 | AC 14 | AC 15 | AC 16 | AC 18 | AC 20 |
|---|---|---|---|---|---|---|
| Claw (+8) | 85% 12.9 dmg | 75% 11.4 dmg | 70% 10.7 dmg | 65% 10 dmg | 55% 8.5 dmg | 45% 7.1 dmg |
| Full turn (3 attacks) | 38.6 dmg | 34.2 dmg | 32 dmg | 29.9 dmg | 25.5 dmg | 21.2 dmg |
Sphinx of Lore hit points
The stat block uses the average, 170. Rolled, 20d10 + 60 lands anywhere from 80 to 260.
| Hit points | Chance |
|---|---|
| 125 or more | >99% |
| 170 or more | 52% |
| 215 or more | <1% |
| 242 or more | <1% |
Traits
Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.
Legendary Resistance. If the sphinx fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The sphinx makes three Claw attacks.
Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 () Slashing damage.
Mind-Rending Roar. Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 () Psychic damage, and the target has the Incapacitated condition until the start of the sphinx’s next turn.
Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):
Legendary actions
Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.
Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears years older. Failure or Success: The sphinx can’t take this action again until the start of its next turn.
Other CR 11 monsters
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.