Gynosphinx icon: a winged sphinx
Icon by Delapouite, CC BY 3.0

Gynosphinx 5e stat block

Large monstrosity, lawful neutral · CR 11 · 2024 version: Sphinx of Lore

Armor Class
17 (natural armor)
Hit Points
136 (16d10+48)
Speed
40 ft., fly 60 ft.
Challenge
11 (7,200 XP)
Proficiency bonus
+4
STRDEXCONINTWISCHA
18 (+4)15 (+2)16 (+3)18 (+4)18 (+4)18 (+4)
Skills
Arcana +12, History +12, Perception +8, Religion +8
Damage resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
psychic
Condition immunities
Charmed, Frightened
Senses
truesight 120 ft., passive Perception 18
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 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: - Cantrips (at will): mage hand, minor illusion, prestidigitation - 1st level (4 slots): detect magic, identify, shield - 2nd level (3 slots): darkness, locate object, suggestion - 3rd level (3 slots): dispel magic, remove curse, tongues - 4th level (3 slots): banishment, greater invisibility - 5th level (1 slot): legend lore

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

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 gynosphinxes for a fight?

A gynosphinx is worth 7,200 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many gynosphinxes 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
8th——1
9th—11
10th—11
11th112
12th122
13th123
14th123
15th134
16th235
17th246
18th247
19th359
20th3712

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 gynosphinx compares at CR 11

Against the 6 other challenge 11 monsters in the SRD 5.1, the gynosphinx has more hit points than 0 of them, which makes it one of the frailest at its CR. See every CR 11 monster.

StatisticGynosphinxCR 11 average
Armor Class1716.8
Hit points136192
Best attack bonus+8+11

2024 stat block: Sphinx of Lore

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

Armor Class
17
Hit Points
170 (20d10 + 60)
Speed
40 ft., fly 60 ft.
Challenge
11 (7,200 XP)
STRDEXCONINTWISCHA
18 (+4)15 (+2)16 (+3)18 (+4)18 (+4)18 (+4)
Damage resistances
necrotic, radiant
Damage immunities
psychic
Condition immunities
Charmed, Frightened
Senses
truesight 120 ft., passive Perception 18
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 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 Intelligence as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues

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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