Criosphinx

Plane Shift: Amonkhet p. 32

Size
Large
Type
monstrosity
Alignment
neutral
AC
18 (natural armor)
Hit Points
228 (24d10+96)
Speed
walk 30 ft., fly 60 ft.
Skills
Arcana +8, History +8, Perception +8, Religion +8
Resistances
bludgeoning, piercing, slashing from nonmagical attacks
Immunities
psychic
Condition Immunities
charmed, frightened
Senses
truesight 120 ft.
Passive Perception
18
Languages
understands Common, Sphinx
Challenge
13
STR
18
+4
DEX
15
+2
CON
18
+4
INT
16
+3
WIS
16
+3
CHA
16
+3

Traits

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.

Actions

Multiattack

The sphinx makes a ram attack and two claw attacks.

Ram

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage.

Claw

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Legendary Actions

Legendary Actions (2/Turn)

The monstrosity can take 2 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 monstrosity regains spent legendary actions at the start of its turn.

recharge

2/TURN

Ram Attack

The sphinx makes one ram attack.

Teleport (Costs 2 Actions)

The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Other data

description