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Gynosphinx

Challenge11

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

Rules source: Monster Manual (2025) · CR: 11 · Type: Celestial

Combat statistics

  • Armor Class: 17
  • Hit Points: 170 (20d10 + 60)
  • Speed: Walk 40 ft., Fly 60 ft.
  • Initiative: +10 (20)
  • Challenge: 11 (7,200 XP; 8,400 XP in lair)
  • Skills: Arcana +12, History +12, Perception +8, Religion +12
  • Senses: Truesight 120 ft., Passive perception 18
  • Languages: Celestial, Common
  • Damage resistances: necrotic, radiant
  • Immunities: Psychic; Charmed, Frightened
  • Proficiency Bonus: +4
  • Damage vulnerabilities: None listed
  • Damage immunities: psychic
  • Condition immunities: Charmed, Frightened
Ability Score (modifier) Saving throw
STR 18 (+4) +4
DEX 15 (+2) +2
CON 16 (+3) +3
INT 18 (+4) +4
WIS 18 (+4) +4
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 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 Intelligence as the spellcasting ability (spell save DC 16):

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 296

Open the original rulebook — PDF page 296 — source PDF is not included in this player reference.

Printed book page: 293.

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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