Gynosphinx

Large monstrosity, lawful neutral
Armor Class
17
Hit Points
16d10 + 48 (136)
Speed
walk
40 ft.
fly
60 ft.

STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
18 (+4)
WIS
18 (+4)
CHA
18 (+4)

Senses truesight 120 ft., passive Perception 18
Languages Common, Sphinx
Challenge 11 (7,200XP)

Damage Resistances
bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities
psychic
Condition Immunities
charmed, frightened

Special Abilities

Inscrutable

The sphinx 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 sphinx's intentions or sincerity have disadvantage.

Magic Weapons

The sphinx's weapon attacks are magical.

Spellcasting

The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: - Cantrips (at will): mage hand, minor illusion, prestidigitation - 1st level (4 slots): detect magic, identify, shield - 2nd level (3 slots): darkness, locate object, suggestion - 3rd level (3 slots): dispel magic, remove curse, tongues - 4th level (3 slots): banishment, greater invisibility - 5th level (1 slot): legend lore

Actions

Multiattack

The sphinx makes two claw attacks.

Claw

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Legendary Actions

Claw Attack

The sphinx makes one claw attack.

Teleport (Costs 2 Actions)

The sphinx 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 sphinx casts a spell from its list of prepared spells, using a spell slot as normal.