Nobody really quite knows for sure where False Sphinxes come from, some say they are sphinxes that were corrupted by black magic, or that were driven mad by their knowledge of the world. Others say they come from a twisted plane of existence that left them scarred and deranged. Needless to say, you should probably turn and run if ever you hear the sound of hands slapping on the cold stones of an ancient temple floor.
Dark Riddles. False Sphinxes are extremely sadistic in nature, when first encountered they may pose insane, impossible or cruel riddles to which no answer is truly correct. In battle they like to toy with their victims before they kill them. Much like a cat hunting a tiny mouse, a false Sphinx tries to prolong the suffering of their victims. They will often move and attack erratically making sure to spread the pain between multiple victims and make their fun and enjoyment last a little bit longer.
16 (natural armor)
150 (20d10 + 40)
50ft., fly 30ft.
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. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.
Magic Weapons. The sphinx’s weapon attacks are magical.
Multiattack. The sphinx makes three Claw attacks
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) Slashing damage.
Spellcasting. 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, Chill Touch
1st level (4 slots): Charm Person, Hideous Laughter, Shield, Silent Image, Sleep
2nd level (3 slots): Arcane Lock, Invisibility, Shatter
3rd level (3 slots): Counterspell, Dispell Magic, Hypnotic Pattern, Vampiric Touch
4th level (3 slots): Blight, Locate Creature, Banishment
5th level (1 slot): Modify Memory
The False 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. Gynosphinx regains spent legendary actions at the start of their turn.
Claw Attack. The sphinx makes one Claw attack.
Frightful Prescence (Costs 2 actions). Each creature of the sphinx’s choice that is within 120ft. of the sphinx and aware of it must succeed on a Wisdom saving throw (DC 16) or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. If a creature’s saving throw is successful or the Effect ends for it, the creature is immune to the sphinx’s Frightful Presence for the next 24 hours.
Teleport (Costs 2 actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120ft. 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.
All graphics, art and illustrations featured on the Sea of Starlight are made by Tim de Roos (Bonus Action) unless stated otherwise.