Sphinx - Monsters

Sphinx
Large immortal magical beast
Level 16 Elite Soldier XP 2800

Initiative +12        Senses Perception +17; Darkvision
HP 304; Bloodied 152
AC 35; Fortitude 33, Reflex 32, Will 33
Saving Throws +2
Speed 6, fly 8 (clumsy), overland flight 10
Action Points 1

(⚔) Claw (standard, at-will)

+21 vs AC; 2d10+5 damage, and the target is marked until the end of the sphinx's next turn.

Pounce (standard, at-will)

The sphinx moves up to 6 squares and makes a claw attack. If the attack hits, the target is knocked prone.

Frightful Roar (minor, recharge ⚅

Close burst 10; +19 vs Will; the target takes a -2 penalty to attack rolls (save ends).

Second Wind (standard; encounter) ✦ Healing

The sphinx spends a healing surge and regains 75 hit points. The sphinx gains a +2 bonus to all defenses until the start of its next turn.

Sphinx's Challenge

The sphinx poses a challenge out of combat (see sidebar). If the challenged creatures refuse to answer or fail to answer correctly, the sphinx gains the following benefits until the end of the encounter: +1 action point, an extra use of second wind, a +2 bonus to attack rolls, and a +2 bonus to all defenses.

Alignment Unaligned        Languages Common, Supernal
Skills Arcana +16, History +16, Insight +17, Intimidate +16, Religion +16
Str 19 (+12)      Dex 15 (+10)      Wis 19 (+12)
Con 16 (+11)      Int 16 (+11)      Cha 16 (+11)


Published in Monster Manual, page(s) 245.