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System Reference Document 5.2.1
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 In-
telligence as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Identify, Mage Hand, Minor Illu-
sion, Prestidigitation
1/Day Each: Dispel Magic, Legend Lore, Locate Object, 
Plane Shift, Remove Curse, Tongues
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. Fail-
ure or Success: The sphinx can’t take this action again 
until the start of its next turn.
Sphinx of Valor
Large Celestial, Lawful Neutral
AC 17  Initiative +12 (22)
HP 199 (19d10 + 95)
Speed 40 ft., Fly 60 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 22 +6 +6 Dex 10 +0 +6 Con 20 +5 +11
Int 16 +3 +9 WIS 23 +6 +12 Cha 18 +4 +4
Skills Arcana +9, Perception +12, Religion +15
Resistances Necrotic, Radiant
Immunities Psychic; Charmed, Frightened
Senses Truesight 120 ft.; Passive Perception 22
Languages Celestial, Common
CR 17 (XP 18,000, or 20,000 in lair; PB +6)
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 sin-
cerity are made with Disadvantage.
Legendary Resistance (3/Day, or 4/Day in Lair). If 
the sphinx fails a saving throw, it can choose to suc-
ceed 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. When-
ever 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 condi-
tion, 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 Res-
toration, 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. Fail-
ure or Success: The sphinx can’t take this action again 
until the start of its next turn.