In a world powered by magic and ancient technology, the lost civilization of Vox created living gods—Chaos, Time, and Knowledge before destroying itself. Now adventurers seek forgotten relics, battling chaos and uncovering long-buried secrets. Floating cities, unstable ley lines, and shattered ruins dot the land. Powerful factions and daring explorers race to control ancient magitech, risking the wrath of the gods and awakening dangers best left buried.
Played | 2 times |
Cloned | 0 times |
Created | 24 days ago |
Last Updated | 15 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.