A calamity has, stripped deities of their divinity and leaving them with a fraction of thier power.
Played | 8 times |
Cloned | 1 times |
Created | 82 days ago |
Last Updated | 16 days ago |
Visibility | Public |

Description
The Psychic Sphinx is a majestic creature that combines the grace of a lion with the wisdom of an ancient sage. It possesses formidable psychic abilities, allowing it to manipulate the battlefield and communicate telepathically with those around it.
Size | Large |
Type | Monstrosity |
CR | 15 |
XP | 13000 |
Languages | Telepathy 120 ft., understands all languages it knew in life |
Armor Class | 18 |
HP Range | 180 - 220 (Avg: 200) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Bite
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 30 (4d10 + 6) piercing damage.
Claw
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 6) slashing damage.
Multiattack
The Psychic Sphinx makes three attacks: one with its bite and two with its claws.
Psychic Blast
The Psychic Sphinx unleashes a wave of psychic energy in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one.
Telekinetic Push
The Psychic Sphinx can use its telekinetic powers to push a creature within 60 feet. The target must succeed on a DC 18 Strength saving throw or be pushed 30 feet away and knocked prone.