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Large monstrosity, lawful neutral
40 ft., fly 60 ft.
bludgeoning, piercing, and slashing from nonmagical attacks
charmed and frightened
truesight 120 ft.,
passive Perception 10
Common and Sphinx
11 (7200 XP)
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.
The sphinx’s weapon attacks are magical.
The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (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
Claw.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
The creature 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 creature regains spent legendary actions at the start of its turn.
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.
Source:Pathfinder Roleplaying Game Bestiary.
Although there are many different species of sphinx, the one certain scholars refer to as the “gynosphinx” (a name many sphinxes find insulting) is a wise and majestic creature that is nevertheless terrifying when angered. Less moralistic than their male counterparts (the “androsphinx”—a different creature entirely than the sphinx presented here), sphinxes are careful and methodical in their decision-making, and pride themselves on their cold logic and impartiality. They have little patience for the lesser sphinx variants, seeing them as little better than animals. Sphinxes love riddles and complicated dilemmas, and treasure strange facts and arcane trivia far more than gold or gems.
While not great scholars in any traditional sense, sphinxes’ great appreciation of puzzles leads them to research shallowly in a wide variety of subjects, and they can often be invaluable sources of information, especially when making use of their magical abilities. They are usually happy to barter with other races, and regularly trade material goods for information or new and interesting quandaries. They make excellent guardians for temples, tombs, and other important locations, so long as they are kept adequately entertained. Sphinxes place great value on politeness, but can be dangerously temperamental—while they may decide to share their latest riddles with travelers out of altruism, they think little of devouring those who don’t give their dilemmas adequate attention or provide useful insight.
Sphinxes are typically 10 feet long and about 800 pounds. While their wings are capable of holding them aloft for long periods of time, they are poor fliers, and prefer to land before engaging foes, lashing out with their powerful claws. Though fiercely territorial, they tend to give intruders plenty of warning before attacking.