
A vast ocean world where land is scattered across millions of islands, each home to unique races, cultures, and customs. Technology mirrors Earth’s Age of Sail—gunpowder, galleons, and ironclads rule the waves. Merchant guilds, naval empires, and ancient orders clash for control of precious trade routes while the world government controls everything from the shadows.
Played | 20 times |
Cloned | 0 times |
Created | 27 days ago |
Last Updated | 8 days ago |
Visibility | Public |

Size | Large |
Type | Monstrosity |
CR | 17 |
XP | 18000 |
Languages | Common, Sphinx |
Armor Class | 17 |
HP Range | 114 - 285 (Avg: 200) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | , |
Condition Immunities | , |
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Multiattack
The sphinx makes two claw attacks.
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, 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.