
Gynosphinx
Monstrosity
AC
HP
17
136
Alignment
Challenge
LN
11
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
18 (+4)
WIS
18 (+4)
CHA
18 (+4)
Source
Monster Manual (SRD)
Name
Gynosphinx
Race
Monstrosity
Alignment
Lawful neutral
Armor Class
17 (natural armor)
Size
Large
Hit Points
136 (16d10 + 48)
Challenge
11 (7200 XP)
Speed
40 ft., fly 60 ft.
Senses
truesight 120 ft., passive Perception 18
Languages
Common, Sphinx

Saving Throws
None
Skills
Arcana +12, History +12, Perception +8, Religion +8
Damage Immunities
psychic
Condition Immunities
charmed, frightened
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Vulnerabilities
None
Abilities
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.
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:
Actions
Multiattack .
The sphinx makes two claw attacks.
Claw .
Melee Weapon Attack : +8 to hit, reach 5 ft., one target.
Hit : 13
(2d8 + 4) slashing damage.
Legendary Actions
The 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.
The sphinx regains spent legendary actions at the start of its turn.
Claw Attack .
The sphinx makes one claw 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.
Cast a Spell
(Costs 3 Actions) .
The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
Reactions
None

