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Androsphinx

Androsphinx
Large Monstrosity, Typically Lawful Neutral
Armor Class17(natural armor)
Hit Points199(19d10 + 95)
Speed40 ft, fly 60 ft
STR
22(+6)
DEX
10(+0)
CON
20(+5)
INT
16(+3)
WIS
18(+4)
CHA
23(+6)
Saving ThrowsDex +6, Con +11, Int +9, Wis +10
SkillsArcana +9, Perception +10, Religion +15
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks, psychic
Condition Immunitiescharmed, frightened
SensesTruesight 120 ft, passive Perception 20
LanguagesCommon, Sphinx
Challenge17( 18,000 XP) Proficiency Bonus+6

Inscrutable. The androsphinx 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 androsphinx's intentions or sincerity have disadvantage.

Magic Weapons. The androsphinx's weapon attacks are magical.

Actions

Multiattack. The androsphinx 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 androsphinx 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 androsphinx 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 19 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.

Spellcasting. The androsphinx casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks):

At will: thaumaturgy, spare the dying, sacred flame
4/day each: detect magic, detect evil and good, command
3/day each: freedom of movement, banishment, tongues, dispel magic, zone of truth, lesser restoration
2/day each: greater restoration, flame strike
1/day each: heroes' feast

Legendary Actions
The androsphinx 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 androsphinx regains spent legendary actions at the start of its turn.

Claw Attack. The androsphinx makes one claw attack.

Teleport (Costs 2 Actions). The androsphinx 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 androsphinx casts a spell from its list of prepared spells, using a spell slot as normal.

Export

Androsphinxes were the males of the sphinx species.

Personality

While they tended to be short-tempered and terse, androsphinxes possessed good-natured ideals and always attempted to do the right thing.

Biology

Androsphinxes were physically very powerful creatures and had terrifying, deafening roars that could be heard from miles away that could inspire fear in other creatures to such a point that they would become momentarily paralyzed. Those standing within 3 feet (0.91 meters) were liable to be deafened and even knocked over if small enough.

Abilities

These creatures had innate magical abilities, with some being capable of casting clerical spells.

Society

Languages

These creatures were typically capable of speaking both their own unique language and Common. Some were also known to speak Draconic

Relationships

Many andros shunned the company of their female counterparts, gynosphinxes, as they resented their greater intellects and neutral-dispositions.

Androsphinxes were favored monsters of the elven deities Aerdrie Faenya and Solonor Thelandira, the dwarven god Vergadain, the Mulhorandi god Horus-Re, and the god Nobanion. They would sometimes send them as messengers to their followers.

This article uses material from the “Androsphinx” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.