b'Borderer \n'b'  Family:   Sphinxes  \n'b'  Large   monstrosity ,  neutral  \n'b'  Armor Class  16 (natural armor)  Hit Points  142 (15d10 + 60)  Speed  40 ft., fly 60 ft.\n'b' STATS STR: 21 (+5) DEX:  50 (+0)  CON:  09 (+4)  INT:  46 (+3)  WIS:  37 (+3)  CHA:  37 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Intimidation  +7,  Perception  +7  Damage Resistances  fire; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   charmed ,  frightened ,  poisoned   Senses  truesight 120 ft., passive  Perception  17  Languages  Common,  Sphinx   Challenge  9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Magic Weapons . The borderer sphinx\xe2\x80\x99s weapon attacks are magical. \n'b'  Pounce . If the borderer sphinx moves at least 20 feet straight toward a creature and then hits with its Claws attack on the same turn, that target must make a DC 16  Strength  saving throw or be knocked  prone . If the target is prone, the sphinx can make one Bite attack against it as a bonus action. \n'b'  Spellcasting . The borderer sphinx is a 6th-level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC 15, +7 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) :  light ,  mending ,  resistance ,  sacred flame  \n'b'  1st level (4 slots) :  cure wounds ,  guiding bolt ,  protection from evil and good ,  shield of faith  \n'b'  2nd level (3 slots) :  hold person ,  prayer of healing ,  spiritual weapon  \n'b'  3rd level (3 slots) :  daylight ,  magic circle ,  speak with dead  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The sphinx makes one Bite attack and one Claws attack. \n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 12 (2d6 + 5) piercing damage. \n'b'  Claws .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) slashing damage. \n'b'  Roar (2/day) . 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 250 feet of the sphinx that is able to hear the roar must make a saving throw. \n'b'  First Roar . Each creature must make a DC 16  Constitution  saving throw, taking 21 (6d6) thunder damage on a failure and half as much on a success. \n'b'  Second Roar . Each creature must make a DC 16  Constitution  saving throw, taking 35 (10d6) thunder damage on a failure and half as much on a success. Creatures that fail their saving throws are also pushed back five feet, knocked  prone , and  deafened  for one minute. In addition, those that fail their saving throw by 5 or more are  stunned  until the end of the sphinx\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Borderer sphinxes are relatives of other sphinxes. Each borderer sphinx has a leonine torso, great forepaws, and large feathered wings. The head of a borderer sphinx varies greatly from individual to individual, and may be that of a frog, an ibex, a lizard, a hippo, a jackal, a vulture, or a wolf. Borderer sphinxes generally consider humans and humanoids to be intruders and foes.'