5e Cards
Challenge 17: 17

Androsphinx

Large monstrosity, lawful neutral

Armor Class
17 (natural armor)
Hit Points
199 (19d10+95)
Speed
40 ft., fly 60 ft.
STR
22 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
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
Challenge
17 (18,000 XP)
Proficiency Bonus
+6

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:

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

The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn.

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 for your party

Copies of the androsphinx (18,000 XP each) against a party of four characters of the same level. Build mixed fights in the encounter builder.

Number of Androsphinx for each difficulty, party of four
Party levelEasyMediumHardDeadly
Level 13——12–20
Level 14——12–20
Level 15——12–20
Level 16—1—2–20
Level 17—1—2–20
Level 18—1—2–20

In these lists

Similar monstrosity cards

Questions

What CR is the Androsphinx?

The Androsphinx is challenge 17, worth 18,000 XP, with a proficiency bonus of +6.

How many hit points does the Androsphinx have?

199 hit points (19d10+95), with AC 17 from natural armor.

How many should I use against four 13th-level characters?

Against four level 13 characters, 1 is hard by the encounter XP budget.