ANDROSPHINX – 5e stats

Large monstrosity (sphinx), lawful neutral

Armor Class 17 (natural armor)
Hit Points 199 (19d10 + 95)
Speed 40 ft., fly 60 ft.

Proficiency Bonus +6
Proficiency Bonus +8 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
22 (+6)10 (+0)20 (+5)16 (+3)18 (+4)23 (+0)

Saving Throws Dex +6, Con +11, Int +9, Wis +10
Skills Arcana +9, Perception +10, Religion +15
Damage Immunities psychic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 20
Languages Common, Sphinx
Challenge 17 (18,000 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.

Spellcasting. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:

ACTIONS

  • Multiattack. The sphinx makes two claw attacks.
  • Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
  • Roar (3/Day). The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.
  • First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.

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.

  • Claw Attack. The sphinx makes one claw 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.
  • Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

An androsphinx is a majestic creature that resembles a lion with a human head and a pair of large wings. It has tawny fur, a thick mane, and piercing eyes. Its head is adorned with a crown of horns, and its mouth is filled with sharp teeth. An androsphinx is about 10 feet long and weighs about 800 pounds. It speaks the languages of sphinxes, humans, and dragons.

An androsphinx is the most solitary of the sphinxes. It shuns gynosphinxes because it is jealous of the higher intelligence and neutral disposition of its female counterparts. However, most androsphinxes eventually succumb to the advances of a gynosphinx at least once in their lives, and form a lifelong bond with their mate. A pair of sphinxes will produce one or two offspring every few years, who will stay with their parents until they reach maturity, then leave to find their own territory.

COMBAT

An androsphinx is a formidable opponent in combat, using its physical strength, magical abilities, and fearsome roar to overcome its enemies. It can make two claw attacks with its powerful paws, or use its wings to fly and strike from above. It can also cast spells as a cleric, using its wisdom as its spellcasting ability. It does not need any material components to cast its spells.

An androsphinx’s most distinctive feature is its roar, which it can use three times per day. Each time it roars, the effect is different and more potent than the previous one. The first roar causes fear in those who hear it, the second roar causes deafness and paralysis, and the third roar causes thunder damage and knocks creatures prone. The roar affects all creatures within 500 feet of the androsphinx that can hear it, and they must make a saving throw to resist the effect.

An androsphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. It is also immune to psychic damage and nonmagical attacks. It has truesight up to 120 feet, and can see in the dark and in low-light conditions.

HABITAT / SOCIETY

An androsphinx prefers to live in warm deserts, where it can find solitude and peace. It is a lawful creature that follows a strict code of honor and justice. It does not tolerate evil or chaos, and will fight against any threat to the natural order. An androsphinx is wise and knowledgeable, but also proud and arrogant. It enjoys testing the intelligence and morality of other creatures with riddles and puzzles, although it hates riddles itself (mostly because gynosphinxes love them so much). It will reward those who impress it with gifts or favors, but will also punish those who fail or offend it with harshness or violence.

An androsphinx rarely interacts with other creatures, except for those who seek its counsel or challenge its authority. It may serve as a guardian of a sacred site or a hidden treasure, or as a messenger of a powerful deity. Some of the gods that favor an androsphinx are Aerdrie Faenya, Solonor Thelandira, Vergadain, Horus-Re, and Nobanion. An an drosphinx will obey the commands of its patron god without question, but will also expect respect and reverence from its followers.

An androsphinx is a free-roaming sphinx sworn to defend other sphinxes against other races, namely humans and their ilk. It has been known to bargain with humans on occasion, but it is the least greedy of the sphinxes, and is the only sphinx likely to take offense at such offerings if made by characters with low charisma or evil alignments. An an drosphinx is also the lifelong adversary of the hieracosphinxes, but it almost always lets the defeated enemy go free instead of finishing the kill (often with a roar or two at the fleeing sphinxes’ behinds).

ECOLOGY

An androsphinx is a carnivore that hunts for food in the desert or nearby lands. It prefers large prey such as camels, horses, or antelopes, but will also eat smaller animals or even humanoids if necessary. It does not need to eat very often, as it can sustain itself with magic for long periods of time. An an drosphinx does not have any natural predators, except for other sphinxes or powerful monsters that may challenge its territory or authority. An an drosphinx has a lifespan of several centuries, and ages gracefully until it dies of natural causes or in battle.