Androsphinx

The Androsphinx is a Large monstrosity, with Armor Class 17, 199 hit points, and Challenge Rating 17. The androsphinx is a majestic guardian with the body of a lion, the wings of an eagle, and a human head.

Androsphinx, original D&D 5e monster artwork by ZapGM

Stat Block

Abilities & Attacks

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. Roar. The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different. Each creature within 500 feet and able to hear the roar must make a saving throw. First Roar: DC 18 Wisdom saving throw or be frightened for 1 minute. Second Roar: DC 18 Wisdom saving throw or be deafened and frightened for 1 minute; while frightened, the creature is paralyzed. Third Roar: DC 18 Constitution saving throw. On a failure, take 44 (8d10) thunder damage and be knocked prone. On success, take half damage and not prone. 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. Lair Actions. On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest: The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll. The effects of time are altered such that every creature in the lair must succeed on a 15 Constitution saving throw or become 1d20 years older or younger (the sphinx's choice), but never any younger than 1 year old. A greater restoration spell can restore a creature's age to normal. The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time. The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.

Common Questions

How much HP does an Androsphinx have?

199 hit points.

What is an Androsphinx's Challenge Rating?

Challenge Rating 17.

What is an Androsphinx's Armor Class?

AC 17.

How fast can an Androsphinx move?

Speed 40 ft. ft., fly 60 ft. ft.

Use Androsphinx at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Androsphinx into a ZapGM campaign and customize it further.

Official stats from the D&D 5e (Dungeons and Dragons 5th Edition) System Reference Document (SRD), free to use under its open license.

More Monsters