Sphinx of Valor [1/3]Celestial · CR 17
Sphinx of Valor [1/3]Large Celestial, Lawful Neutral
STR22+6DEX10+0CON20+5INT16+3WIS23+6CHA18+4
AC17HP199CR17SPD40 ft., Fly 60 ft.
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, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed

Sphinx of Valor [2/3]Celestial · CR 17
Sphinx of Valor [2/3]Large Celestial, Lawful Neutral
TRAITS (cont.)

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

Sphinx of Valor [3/3]Celestial · CR 17
Sphinx of Valor [3/3]Large Celestial, Lawful Neutral
ACTIONS (cont.)
Roar (3/Day) (cont.)

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.

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.

Sphinx of Valor [1/4]
Large Celestial, Lawful Neutral
17
17Armor Class
199Hit Points
40 ft., Fly 60 ft.Speed
STR22+6
DEX10+0
CON20+5
INT16+3
WIS23+6
CHA18+4

Initiative. +12

Senses. Truesight 120 ft.; Passive Perception 22

Resistances. Necrotic, Radiant

Immunities. Psychic; Charmed, Frightened

Languages. Celestial, Common

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, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.

Celestial
Monster card
Sphinx of Valor [2/4]
Large Celestial, Lawful Neutral
17
17Armor Class
199Hit Points
40 ft., Fly 60 ft.Speed
STR22+6
DEX10+0
CON20+5
INT16+3
WIS23+6
CHA18+4

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

Celestial
Monster card
Sphinx of Valor [3/4]
Large Celestial, Lawful Neutral
17
17Armor Class
199Hit Points
40 ft., Fly 60 ft.Speed
STR22+6
DEX10+0
CON20+5
INT16+3
WIS23+6
CHA18+4

Actions (cont.)

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): At Will: Detect Evil and Good, Thaumaturgy 1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes’ Feast, Zone of Truth

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

Celestial
Monster card
Sphinx of Valor [4/4]
Large Celestial, Lawful Neutral
17
17Armor Class
199Hit Points
40 ft., Fly 60 ft.Speed
STR22+6
DEX10+0
CON20+5
INT16+3
WIS23+6
CHA18+4

Legendary Actions (cont.)

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.

Celestial
Monster card

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Pick “Save as PDF” as the destination in the print dialog.

Sphinx of Valor — printable monster card

Large Celestial, Lawful Neutral

  • CR 17
  • Celestial
  • Large

Full stat block

Armor Class
17
Hit Points
199
Initiative
+12
Speed
40 ft., Fly 60 ft.
Senses
Truesight 120 ft.; Passive Perception 22
Resistances
Necrotic, Radiant
Immunities
Psychic; Charmed, Frightened
Languages
Celestial, Common
Challenge Rating
17 (18,000 XP)
Proficiency bonus
+6
Saving throw proficiencies
Dexterity, Constitution, Intelligence, Wisdom
Skill proficiencies
Arcana, Perception, Religion (expertise)
Ability scores
STR DEX CON INT WIS CHA
22 +6 10 +0 20 +5 16 +3 23 +6 18 +4

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, or 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): At Will: Detect Evil and Good, Thaumaturgy 1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes’ Feast, Zone of Truth

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.

See also