Androsphinx icon: a lion-bodied sphinx
Icon by Delapouite, CC BY 3.0

Androsphinx 5e stat block

Large monstrosity, lawful neutral · CR 17 · 2024 version: Sphinx of Valor

Armor Class
17 (natural armor)
Hit Points
199 (19d10+95)
Speed
40 ft., fly 60 ft.
Challenge
17 (18,000 XP)
Proficiency bonus
+6
STRDEXCONINTWISCHA
22 (+6)10 (+0)20 (+5)16 (+3)18 (+4)23 (+6)
Saving throws
Dex +6, Con +11, Int +9, Wis +10
Skills
Arcana +9, Perception +10, Religion +15
Damage immunities
psychic, bludgeoning, piercing, and slashing from nonmagical attacks
Condition immunities
Charmed, Frightened
Senses
truesight 120 ft., passive Perception 20
Languages
Common, Sphinx

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.

Spellcasting. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: - Cantrips (at will): sacred flame, spare the dying, thaumaturgy - 1st level (4 slots): command, detect evil and good, detect magic - 2nd level (3 slots): lesser restoration, zone of truth - 3rd level (3 slots): dispel magic, tongues - 4th level (3 slots): banishment, freedom of movement - 5th level (2 slots): flame strike, greater restoration - 6th level (1 slot): heroes' feast

Actions

Multiattack. The sphinx makes two claw attacks.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Roar (3/Day). The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Legendary actions

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.

How many androsphinxes for a fight?

An androsphinx is worth 18,000 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many androsphinxes fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
12th——1
13th——1
14th—11
15th—11
16th—12
17th112
18th113
19th123
20th124

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the androsphinx compares at CR 17

Against the 3 other challenge 17 monsters in the SRD 5.1, the androsphinx has more hit points than 0 of them, which makes it one of the frailest at its CR. See every CR 17 monster.

StatisticAndrosphinxCR 17 average
Armor Class1719.3
Hit points199284
Best attack bonus+12+14
Best save DC1821

2024 stat block: Sphinx of Valor

The 2024 Monster Manual revised the androsphinx, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
17
Hit Points
199 (19d10 + 95)
Speed
40 ft., fly 60 ft.
Challenge
17 (18,000 XP)
STRDEXCONINTWISCHA
22 (+6)10 (+0)20 (+5)16 (+3)23 (+6)18 (+4)
Damage resistances
necrotic, radiant
Damage immunities
psychic
Condition immunities
Charmed, Frightened
Senses
truesight 120 ft., passive Perception 22
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.

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

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.

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