====== 스핑크스 ===== 경이의 스핑크스 작은 천체, 질서 선 AC 13 우선권 +3 (13) HP 24 (7d4 + 7) 속도 20피트, 40피트 비행. 모드 저장 모드 저장 모드 저장 |근력 6 |-2|-2|민첩 17|+3|+3|건강 13|+1|+1| |지능 15|+2|+2|Wis 12|+1|+1|매력 11|+0|+0| \\ 스킬 비전 +4, 종교 +4, 은신 +5 괴사, 심령, 복사 저항 감각 암시야 60피트, 지속성 지각 11 언어 천상, 평범 CR 1 (XP 200, PB +2) 특성 === 마법 저항. 스핑크스는 주문과 기타 마법 효과에 대한 유리 보정 저항력이 내성 굴림입니다. 액션 렌드. 근접 공격 롤: 5, 사거리 5피트 적중: 5 (1d4 + 3) 베기 피해 + 7 (2d6) 광휘 피해. 반응 {{13_Monsters_A_Z_files/Image_010.png?299x1|image}} 독창성의 폭발 (2일/일). 트리거: 스핑크스 또는 30피트 내의 다른 크리처가 능력 판정 또는 내성 굴림을 생성합니다. 반응: 스핑크스가 주사위에 2를 더합니다. \\ 지식의 스핑크스 대형 천상, 질서 중립 AC 17 우선권 +10 (20) HP 170 (20d10 + 60) 속도 40 피트, 60 피트 비행. 모드 저장 모드 저장 모드 저장 |근력 18|+4|+4|민첩 15|+2|+2|건강 16|+3|+3| |지능 18|+4|+4|Wis 18|+4|+4|매력 ===== 원문 ===== ===== Sphinxes ===== Sphinx     of     Wonder       Tiny Celestial, Lawful Good AC 13 Initiative +3 (13) HP 24 (7d4 + 7) Speed 20 ft., Fly 40 ft. MOD SAVE MOD SAVE MOD SAVE |Str 6 |−2|−2|Dex 17|+3|+3|Con 13|+1|+1| |Int 15|+2|+2|Wis 12|+1|+1|Cha 11|+0|+0| \\ Skills Arcana +4, Religion +4, Stealth +5 Resistances Necrotic, Psychic, Radiant Senses Darkvision 60 ft.; Passive Perception 11 Languages Celestial, Common CR 1 (XP 200; PB +2) Traits                                   === Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects. === Actions                                 Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage. Reactions {{13_Monsters_A_Z_files/Image_010.png?299x1|image}} Burst of Ingenuity (2/Day). Trigger: The sphinx or an- other creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll. \\ Sphinx      of      Lore        Large Celestial, Lawful Neutral AC 17 Initiative +10 (20) HP 170 (20d10 + 60) Speed 40 ft., Fly 60 ft. MOD SAVE MOD SAVE MOD SAVE |Str 18|+4|+4|Dex 15|+2|+2|Con 16|+3|+3| |Int 18|+4|+4|Wis 18|+4|+4|Cha 18|+4|+4| \\ Skills Arcana +12, History +12, Perception +8, Religion +12 Resistances Necrotic, Radiant Immunities Psychic; Charmed, Frightened Senses Truesight 120 ft.; Passive Perception 18 Languages Celestial, Common CR 11 (XP 7,200, or 8,400 in lair; PB +4) 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 sin- cerity are made with Disadvantage. === === Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to suc- ceed instead. === Actions                                 === Multiattack. The sphinx makes three Claw attacks. === Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage. Mind-Rending Roar (Recharge 5–6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) 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 In- telligence as the spellcasting ability (spell save DC 16): === At Will: Detect Magic, Identify, Mage Hand, Minor Illu- sion, Prestidigitation 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues Legendary           Actions                         Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its turns. === 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 3d10 years older. Fail- ure or Success: The sphinx can’t take this action again until the start of its next turn. \\ Sphinx      of      Valor        Large Celestial, Lawful Neutral AC 17 Initiative +12 (22) HP 199 (19d10 + 95) Speed 40 ft., Fly 60 ft. MOD SAVE MOD SAVE MOD SAVE |Str 22|+6|+6|Dex 10|+0|+6 |Con 20|+5|+11| |Int 16|+3|+9|Wis 23|+6|+12|Cha 18|+4|+4 | \\ Skills Arcana +9, Perception +12, Religion +15 Resistances Necrotic, Radiant Immunities Psychic; Charmed, Frightened Senses Truesight 120 ft.; Passive Perception 22 Languages Celestial, Common CR 17 (XP 18,000, or 20,000 in lair; PB +6) 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 sin- cerity are made with Disadvantage. === === Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to suc- ceed instead. === Actions                                 === Multiattack. The sphinx makes two Claw attacks and uses Roar. === Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage. === Roar (3/Day). The sphinx emits a magical roar. When- ever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest): === First Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute. Second Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Paralyzed condi- tion, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Third Roar. Constitution Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: 44 (8d10) Thunder damage, and the target has the Prone condition. Success: Half damage only. === Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20): === At Will: Detect Evil and Good, Thaumaturgy 1/Day Each: Detect Magic, Dispel Magic, Greater Res- toration, Heroes’ Feast, Zone of Truth Legendary           Actions                         Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its turns. === 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 3d10 years older. Fail- ure or Success: The sphinx can’t take this action again until the start of its next turn.