스핑크스
경이의 스핑크스
작은 천체, 질서 선
AC 13 우선권 +3 (13)
HP 24 (7d4 + 7)
속도 20피트, 40피트 비행.
모드 저장 모드 저장 모드 저장
근력 6 | -2 | -2 | 민첩 17 | +3 | +3 | 건강 13 | +1 | +1 |
지능 15 | +2 | +2 | Wis 12 | +1 | +1 | 매력 11 | +0 | +0 |
스킬 비전 +4, 종교 +4, 은신 +5
괴사, 심령, 복사 저항
감각 암시야 60피트, 지속성 지각 11
언어 천상, 평범
CR 1 (XP 200, PB +2)
특성
=== 마법 저항. 스핑크스는 주문과 기타 마법 효과에 대한 유리 보정 저항력이 내성 굴림입니다.
액션
렌드. 근접 공격 롤: 5, 사거리 5피트 적중: 5 (1d4 + 3) 베기 피해 + 7 (2d6) 광휘 피해.
반응
독창성의 폭발 (2일/일). 트리거: 스핑크스 또는 30피트 내의 다른 크리처가 능력 판정 또는 내성 굴림을 생성합니다. 반응: 스핑크스가 주사위에 2를 더합니다.
지식의 스핑크스
대형 천상, 질서 중립
AC 17 우선권 +10 (20)
HP 170 (20d10 + 60)
속도 40 피트, 60 피트 비행.
모드 저장 모드 저장 모드 저장
근력 18 | +4 | +4 | 민첩 15 | +2 | +2 | 건강 16 | +3 | +3 |
지능 18 | +4 | +4 | Wis 18 | +4 | +4 |
원문
Sphinxes
Sphinx of Wonder
Tiny Celestial, Lawful Good
AC 13 Initiative +3 (13)
HP 24 (7d4 + 7)
Speed 20 ft., Fly 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 6 | −2 | −2 | Dex 17 | +3 | +3 | Con 13 | +1 | +1 |
Int 15 | +2 | +2 | Wis 12 | +1 | +1 | Cha 11 | +0 | +0 |
Skills Arcana +4, Religion +4, Stealth +5
Resistances Necrotic, Psychic, Radiant
Senses Darkvision 60 ft.; Passive Perception 11
Languages Celestial, Common
CR 1 (XP 200; PB +2)
Traits
Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.
Actions
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage.
Reactions
Burst of Ingenuity (2/Day). Trigger: The sphinx or an- other creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll.
Sphinx of Lore
Large Celestial, Lawful Neutral
AC 17 Initiative +10 (20)
HP 170 (20d10 + 60)
Speed 40 ft., Fly 60 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 | +4 | +4 | Dex 15 | +2 | +2 | Con 16 | +3 | +3 |
Int 18 | +4 | +4 | Wis 18 | +4 | +4 | Cha 18 | +4 | +4 |
Skills Arcana +12, History +12, Perception +8,
Religion +12
Resistances Necrotic, Radiant
Immunities Psychic; Charmed, Frightened Senses Truesight 120 ft.; Passive Perception 18 Languages Celestial, Common
CR 11 (XP 7,200, or 8,400 in lair; PB +4)
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 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.
토론