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Androsphinx

Challenge17

Revised rules entry: Sphinx of Valor. The page keeps the original name for existing links.

Rules source: Monster Manual (2025) · CR: 17 · Type: Celestial

Combat statistics

  • Armor Class: 17
  • Hit Points: 199 (19d10 + 95)
  • Speed: Walk 40 ft., Fly 60 ft.
  • Initiative: +12 (22)
  • Challenge: 17 (18,000 XP; 20,000 XP in lair)
  • Skills: Arcana +9, Perception +12, Religion +15
  • Senses: Truesight 120 ft., Passive perception 22
  • Languages: Celestial, Common
  • Damage resistances: necrotic, radiant
  • Immunities: Psychic; Charmed, Frightened
  • Proficiency Bonus: +6
  • Damage vulnerabilities: None listed
  • Damage immunities: psychic
  • Condition immunities: Charmed, Frightened
Ability Score (modifier) Saving throw
STR 22 (+6) +6
DEX 10 (+0) +6
CON 20 (+5) +11
INT 16 (+3) +9
WIS 23 (+6) +12
CHA 18 (+4) +4

Revised rules text

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 sincerity are made with Disadvantage.

Legendary Resistance (3/day (4/day in lair)). If the sphinx fails a saving throw, it can choose to succeed 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.

Whenever 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 condition, 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):

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.

Failure or Success: The sphinx can’t take this action again until the start of its next turn.

Reference from your core rulebook

The links below open the original rulebook pages for the complete printed stat block, including traits, actions, spellcasting, reactions, and usage limits. The printed block is authoritative if searchable text elsewhere on this page differs.

Monster Manual (2025) — PDF page 297

Open the original rulebook — PDF page 297 — source PDF is not included in this player reference.

Printed book page: 294.

Sources

  • Your supplied Monster Manual (2025) — source PDF is not included in this player reference. — verified local reference
  • Monster Manual — original reference dataset (legacy source)
  • SRD 5.2.1 (external reference) — complete revised rules block
  • Structured SRD transcription (external reference) — searchable text; printed block remains authoritative
  • Published monster conversion table (external reference)

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