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
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 |
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
Actions
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage.
Reactions
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
Actions
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.
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.
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
Actions
Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6
+ 6) Slashing damage.
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.
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.
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.