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Criosphinx
- STR
- 18 (+4)
- DEX
- 15 (+2)
- CON
- 18 (+4)
- INT
- 16 (+3)
- WIS
- 16 (+3)
- CHA
- 16 (+3)
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.
The sphinx's weapon attacks are magical.
Actions
The sphinx makes a ram attack and two claw attacks.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.
The sphinx makes one ram attack.
The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
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Source: Plane Shift: Amonkhet, p. 32 - Licenses and attribution