Criosphinx
Large monstrosity, neutral
Armor Class
18 (natural armor)
Hit Points
228 (24d10 + 96)
Speed
30 ft., fly 60 ft.
STR
18 (+4)
DEX
15 (+2)
CON
18 (+4)
INT
16 (+3)
WIS
16 (+3)
CHA
16 (+3)
Damage Immunities
psychic
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, frightened
Senses
truesight 120 ft., passive Perception 18
Skills
Arcana +8, History +8, Perception +8, Religion +8
Languages
Common, Sphinx
Challenge
13 (10,000 XP)
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.
Magic Weapons. The sphinx’s weapon attacks are magical.
Actions
Multiattack. The sphinx makes a ram attack and two claw attacks.
Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Legendary Actions
The sphinx can take 3 legendary actions, choosing from the options 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 legendary actions at the start of its turn.
Ram Attack. The sphinx makes one ram attack.
Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.