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.

large
monstrosity
cr13
homebrew