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Criosphinx CR: 18

Large monstrosity, lawful neutral
Armor Class: 18
Hit Points: 190hp (20d10+80) 20d10+80
Speed: 40 ft , fly: 60 ft

STR

18 +4

DEX

24 +7

CON

18 +4

INT

20 +5

WIS

18 +4

CHA

18 +4

Saving Throws: Dex +13, Con +10, Int +11, Wis +10
Skills: Acrobatics +13, Arcana +11, History +11, Insight +10, Perception +10
Damage Resistances: bludgeoning, piercing, slashing, radiant
Damage Immunities: psychic
Condition Immunities: charmed, frightened, poisoned
Senses: truesight 120 ft., passive Perception 20
Languages: Common, Sphinx, Celestial
Challenge Rating: 18 ( 20000 XP)
Proficiency Bonus: +6

Spellcasting. The criosphinx is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). It requires no material components to cast its spells. The criosphinx has the following wizard spells prepared:   Cantrips (at will): Gust, Mending, Shape Water, Mold Earth, Control Flame
1st level (4 slots): Detect Magic, Shield
2nd level (3 slots): Warding Wind, Dispel Magic, Mirror Image
3rd level (3 slots): Slow, Blink
4th level (3 slots): Fabricate
5th level (2 slots): Creation
6th level (1 slot): Contingency, Disintegrate

1/day: Creators Wrath. The criosphinx bleats angrily at it's foes. Any creatures that is within 60 feet of the criosphinx must make a Constitution saving throw (DC 19). On a failed save, it is Restrained as it begins to harden. On a successful save, the creature isn’t affected and is immune to the effect for the next 24 hours.   A creature Restrained by this ability must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this ability three times, the effect ends. If it fails the saves three times, it is turned to stone and subjected to the Petrified condition until the effect is ended or is dismissed. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.   If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. The target is petrified until freed by the death of the criosphinx, a greater restoration spell, or other magic.


Inscrutable. The criosphinx 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 criosphinx's intentions or sincerity have disadvantage.   Magic Weapons. The criosphinx's attacks are magical.   Primeval Transmutation. You can transmute one nonmagical object – no larger than a 10-foot cube – into another nonmagical object of similar size and mass and of equal or lesser value. When casting a transmutation cantrip with a duration longer than instantaneous it's duration becomes until dispelled.   Legendary Resistance (3/Day). If the criosphinx fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The criosphinx makes a ram attack and two claw attacks.   Ram. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) 2d8+4 bludgeoning damage.   Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10+7) 2d10+7 slashing damage.

Legendary Actions

The criosphinx can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The criosphinx regains spent legendary actions at the start of its turn.   Claw. The criosphinx makes and attack with it's claws   Cast a Spell (Costs 2 Actions). The criosphinx casts a spell of 2nd level or lower from its spell list that takes 1 action to cast.   Cast a Spell (Costs 3 Actions). The criosphinx casts a spell of 3rd level from its spell list that takes 1 action to cast.

Lair Actions

On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest:  

  • The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.
  • Materials shift and warp between such that every creature in the lair must succeed on a DC 15 Constitution saving throw or have a limb transformed into a material (wood, stone, sand, etc.). The limb functions as usual, but ability checks requiring the use of the limb are done at disadvantage. A greater restoration spell can restore a creature's limb to normal.
  • The terrain within the lair is altered causing changes in elavation. Any terrain within the lair (large or smaller) can be moved, additonally 4 10x10 pillar & holes form (sphinx's choice). A wish spell can return the terrain to normal.
  • The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.

Like other Sphinx, the Criosphinx has a lions body that is as large as a horse and wings similar to that of a falcon. Where it differs from other Sphinx is that it has the head of a ram instead of that of a human. When born, their ram heads lack horns, but they grow to thier full length in under a years time. These creature are scene as one of the holiest symbols of Amun.

Suggested Environments

Desert, Mountains


Created by

TheAnarq.

Statblock Type

Monster

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