Sphinx of Valor

large celestial, lawful neutral

Challenge 17 (18000 XP)

STR
22 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
16 (+3)
WIS
23 (+6)
CHA
18 (+4)

Defense

Armor Class 17 (natural)
Hit Points 199 (19d10 + 95)
Speed 40 ft., fly 60 ft.

Proficiencies & Senses

Saving Throws Dex +6, Con +11, Int +9, Wis +12
Skills Arcana +9, Perception +12, Religion +15
Languages Common, Celestial
Truesight 120 ft.
Passive Perception 22

Traits

Damage Resistances Necrotic, Radiant
Damage Immunities Psychic
Condition Immunities Charmed, Frightened

Traits

Inscrutable

No magic can observe the monster remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.

Legendary Resistance

If the monster fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

The monster makes two Claw attacks and uses Roar.

Claw

Melee Attack: +12 to hit. reach 5 ft. Hit: 4d6 + 6 slashing damage.

Roar

Wisdom Save: DC 20. target: 500-foot radius, enemy. Constitution Save: DC 20. target: 500-foot radius, enemy. Failure: 8d10 thunder damage; success: half. Wisdom Save: DC 20. target: 500-foot radius, enemy.

Spellcasting

The monster casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability: At Will: Detect Evil and Good, Thaumaturgy 1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth

Detect Evil and Good

For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Thaumaturgy

You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on checks. Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute. Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut. Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute.

Detect Magic

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Dispel Magic

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends. Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.

Greater Restoration

You touch a creature and magically remove one of the following effects from it:1 Exhaustion levelThe Charmed or Petrified conditionA curse, including the target's Attunement to a cursed magic itemAny reduction to one of the target's ability scoresAny reduction to the target's Hit Point maximum

Heroes' Feast

You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.

Zone of Truth

You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

Arcane Prowl

The monster can teleport up to feet to an unoccupied space it can see, and it makes one Claw attack.

Weight of Years

Constitution Save: DC 19. target: creature.