source:srd52:monsters:sphinxes

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 -2-2민첩 17+3+3건강 13+1+1
지능 15+2+2Wis 12+1+1매력 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

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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+4민첩 15+2+2건강 16+3+3
지능 18+4+4Wis 18+4+4

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 −2−2Dex 17+3+3Con 13+1+1
Int 15+2+2Wis 12+1+1Cha 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

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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+4Dex 15+2+2Con 16+3+3
Int 18+4+4Wis 18+4+4Cha 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+6Dex 10+0+6 Con 20+5+11
Int 16+3+9Wis 23+6+12Cha 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.

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  • source/srd52/monsters/sphinxes.txt
  • 마지막으로 수정됨: 2025/05/15 22:01
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