b'Tarikhosphinx \n'b'  Large   undead ,  lawful evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  189 (18d10 + 90)  Speed  30 ft., fly 40 ft.\n'b' STATS STR: 20 (+5) DEX:  10 (+0)  CON:  20 (+5)  INT:  19 (+4)  WIS:  18 (+4)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Arcana  +9,  Perception  +9,  Religion  +9  Damage Vulnerabilities  fire  Damage Immunities  psychic, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses   truesight  120 ft., passive  Perception  19  Languages  Common,  Sphinx   Challenge  16 (15,000 XP) \n'b' Special Traits \n'b'   Inscrutable . The tarikhosphinx 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 tarikhosphinx\xc2\x92s intentions or sincerity have disadvantage. \n'b'  Magic Weapons . The tarikhosphinx\xe2\x80\x99s weapon attacks are magical. \n'b'  Rejuvenation . A destroyed tarikhosphinx gains a new body in 24 hours, if its heart is intact, regaining all its  hit points  and becoming active again. The new body appears within 5 feet of the tarikhosphinx\xe2\x80\x99s heart. \n'b'  Cleric Spellcasting (Androsphinx Only). If the tarikhosphinx was an androsphinx in life, it is an 11th level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The tarikhosphinx has the following  cleric  spells prepared:  \n'b'\n'b'   Cantrips (at will) :  guidance ,  sacred flame ,  thaumaturgy  \n'b'  1st level (4 slots) :  command ,  detect evil and good ,  detect magic  \n'b'  2nd level (3 slots) :  hold person ,  silence ,  zone of truth  \n'b'  3rd level (3 slots) :  animate dead ,  dispel magic ,  tongues  \n'b'  4th level (3 slots) :  banishment ,  freedom of movement  \n'b'  5th level (2 slot) :  insect plague  \n'b'  6th level (1 slot) :  create   undead  \n'b'   Wizard Spellcasting (Gynosphinx Only) . If the tarikhosphinx was a gynosphinx in life, it is an 11th level spellcaster. Its spellcasting ability is  Intelligence  (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The tarikhosphinx has the following  cleric  spells prepared: \n'b'   Cantrips (at will) :  mage hand ,  minor illusion ,  prestidigitation  \n'b'  1st level (4 slots) :  detect magic ,  identify ,  shield  \n'b'  2nd level (3 slots) :  darkness ,  locate object ,  suggestion  \n'b'  3rd level (3 slots) :  animate dead ,  bestow curse ,  dispel magic ,  tongues  \n'b'  4th level (3 slots) :  banishment ,  greater invisibility  \n'b'  5th level (2 slot) :  legend lore  \n'b'  6th level (1 slot) :  create   undead  \n'b'   Actions \n'b'   Multiattack . The tarikhosphinx can use its Dreadful Glare. It then makes two attacks with its Cursed Claws. \n'b'  Cursed Claws .  Melee Weapon Attack : +11 to hit, reach 5 ft., one creature.  Hit : 14 (2d8 + 5) piercing damage, plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 19  Constitution  saving throw, or be cursed with mummy rot (p.86). \n'b'  Dreadful Glare . The tarikhosphinx targets one creature it can see within 60 feet of it. If the target can see the tarikhosphinx, it must succeed on a DC 18  Wisdom  saving throw against this magic, or become  frightened  until the end of the tarikhosphinx\xc2\x92s next turn. If the target fails the saving throw by 5 or more, it is also  paralyzed  for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies with a challenge rating of 16 or less for the next 24 hours. \n'b'  Scarab Squall (Recharge 5-6) . The tarikhosphinx exhales a swarm of  undead  scarabs, which rend the flesh of creatures in a 40 foot cone and then quickly die as the fleeting necrotic energy that animates them subsides. Creatures in the area must make a DC 19  Dexterity  saving throw, taking 42 (12d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b'  Legendary Actions   The tarikhosphinx can take 3 legendary  actions , choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature\xe2\x80\x99s turn.   The tarikhosphinx regains spent legendary  actions  at the start of its turn. \n'b'   Cantrip . The tarikhosphinx casts a cantrip. \n'b'  Teleport (Costs 2 Actions) . The tarikhosphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b'  Cast a Spell (Costs 3 Actions) . The tarikhosphinx casts a spell from its list of prepared spells, using a spell slot as normal. \n'b'  The tarikhosphinx is one of the most powerful tomb guardians, and a rare one, a  sphinx  in life being no easy thing to overpower, subdue, and embalm. After death, its loyalties lie with the  mummy  lord whom it guards, rather than the gods. While it may still set challenges and ask riddles, as it did as a bold androsphinx or wily gynosphinx in life, this habit is more for its own amusement. Whatever it was in life, a tarikhosphinx will rarely honor deals or promises made on the grounds of a challenge or riddle contest.'