b'Zombie, Sphinx \n'b'  Family:   Zombies  \n'b'  Large   undead ,  neutral evil  \n'b'  Armor Class  11 (natural armor)  Hit Points  168 (16d10 + 80)  Speed  30 ft., fly 40 ft.\n'b' STATS STR: 22 (+6) DEX:  6 (-2)  CON:  20 (+5)  INT:  3 (-4)  WIS:  10 (+0)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wis  +3  Damage Immunities  poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   charmed ,  frightened ,  poisoned   Senses   darkvision  60 ft., passive  Perception  8  Languages  understands the languages it knew in life but can\xe2\x80\x99t speak  Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Magic Weapons . The  zombie\xe2\x80\x99s  weapon attacks are magical. \n'b'  Undead Fortitude . If damage reduces the  zombie  to  0 hit points , it must make a  Constitution  saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the  zombie  drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The  zombie  makes two Claw attacks. \n'b'  Claw .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 17 (2d10 + 6) slashing damage. \n'b'\n'b' ABOUT \n'b' Sphinx are often bound by magic to guard a place or secret lore. The magic that keeps them in service sometimes survives the magic-user who bound them, leaving the sphinx trapped. If lucky, enough food and water is provided to keep the sphinx alive for centuries; if not, they eventually succumb, trapped by the bounds of magic. These sphinxes, maddened by their callous treatment and needless deaths, animate as zombies, but zombies far more intelligent than others of their ilk.'