b'Unseelie \n'b'  Family:   Sphinxes  \n'b'  Large   monstrosity, neutral evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  110 (13d10 + 39)  Speed  40 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX:  40 (+0)  CON:  07 (+3)  INT:  35 (+2)  WIS:  26 (+3)  CHA:  36 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Intimidation  +6,  Perception  +6  Damage Resistances  fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   charmed ,  frightened ,  poisoned   Senses  truesight 120 ft., passive  Perception  16  Languages  Common,  Sphinx   Challenge  7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Magic Weapons . The sphinx\xe2\x80\x99s weapon attacks are magical. \n'b'  Pounce . If the sphinx moves at least 20 feet straight toward a creature and then hits it with its Claws attack on the same turn, that target must make a DC 16  Strength  saving throw or be forced  prone . If the target is prone, the sphinx can make one Bite attack against it as a bonus action. \n'b'  Spellcasting . The sphinx is a 5th-level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC 14, +6 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) :  guidance ,  mending ,  sacred flame ,  thaumaturgy  \n'b'  1st level (4 slots) :  bane ,  inflict wounds ,  protection from evil and good ,  shield of faith    \n'b'  2nd level (3 slots) :  blindness/deafness ,  hold person ,  spiritual weapon    \n'b'  3rd level (2 slots) :  animate dead ,  bestow curse  \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 : +7 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage. \n'b'  Claws .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) 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 200 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 15  Constitution  saving throw, taking 14 (4d6) necrotic damage on a failure and half as much on a success. Celestials have disadvantage on this saving throw. \n'b'  Second Roar . Each creature must make a DC 15  Constitution  saving throw, taking 21 (6d6) necrotic damage on a failure and half as much on a success. Celestials have disadvantage on this saving throw. Creatures that fail their saving throws are also  frightened  for one minute. A  frightened  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Unseelie sphinxes are relatives of other sphinxes. Each unseelie sphinx has a leonine torso, great forepaws, and large feathered wings. The head of an unseelie sphinx varies greatly from individual to individual, and may be that of a catfish, a crocodile, a mantis, a scorpion, a cobra, an okapi, a stork, a warthog, an ass, a goat, or a parrot. Unseelie sphinxes are wicked, evil man-eaters. If they encounter humans, they seek to ambush or capture them so as to torture them and feast later.'