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Gynosphinx (Sfinge)

Da D&D Next.

Gynosphinx (Sphinx)

Large monstrosity, lawful neutral

Classe Armatura 17 (natural armor)

Punti Ferita 136 (16d10+48)

Velocità 40 ft., fly 60 ft.

| STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 15 (+2) | 16 (+3) | 18 (+4) | 18 (+4) | 18 (+4) |

Abilità Arcano +12, Storia +12, Percezione +8, Religione +8

Danno Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Danno Immunities psychic

Immunità alle Condizioni charmed, frightened

Sensi truesight 120 ft., passive Percezione 18

Linguaggi Common, Sphinx

Grado di Sfida 11 (7,200 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. Saggezza (Intuizione) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

Magic Armi. The sphinx's weapon attacks are magical.

Lancio di incantesimi. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligenza (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:

Cantrips (at will): mage hand, minor illusion, prestidigitation 1st level (4 slots): detect magic, identify, shield 2nd level (3 slots): darkness, locate object, suggestion 3rd level (3 slots): dispel magic, remove curse, tongues 4th level (3 slots): banishment, greater invisibility 5th level (1 slot): legend lore

            1. Actions

Multiattack. The sphinx makes two claw attacks.

Claw. Arma da Mischia Attacco: +8 to hit, reach 5 ft., one target. Colpito: 13 (2d8+4) slashing damage.

            1. 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 Attacco. 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 incantesimo (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

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