b'Androsphinx \n'b'  Family:   Sphinxes  \n'b'  Large   monstrosity ,  lawful neutral  \n'b'  Armor Class  17 (natural armor)  Hit Points  199 (19d10 + 95)  Speed  40 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX:  10 (+0)  CON:  20 (+5)  INT:  16 (+3)  WIS:  18 (+4)  CHA:  23 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +6,  Con  +11,  Int  +9,  Wis  +10  Skills   Arcana  +9,  Perception  +10,  Religion  +15  Damage Immunities  psychic; bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   charmed ,  frightened   Senses   truesight  120 ft., passive Perception 20  Languages  Common, Sphinx  Challenge  17 (18,000 XP) \n'b' Special Traits \n'b'\n'b'  Inscrutable : 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\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b'  Magic Weapons : The sphinx\xe2\x80\x99s weapon attacks are magical. \n'b'  Spellcasting : The sphinx is a 12th-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 sphinx has the following  cleric  spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) :  sacred flame ,  spare the dying ,  thaumaturgy  \n'b'  1st level (4 slots) :  command ,  detect evil and good ,  detect magic  \n'b'  2nd level (3 slots) :  lesser restoration ,  zone of truth  \n'b'  3rd level (3 slots):   dispel magic ,  tongues  \n'b'  4th level (3 slots):   banishment ,  freedom of movement  \n'b'  5th level (2 slots):   flame strike ,  greater restoration  \n'b'  6th level (1 slot):   heroes\xe2\x80\x99 feast  \n'b'\n'b' Actions \n'b'\n'b'  Multiattack : The sphinx makes two claw attacks. \n'b'  Claw :  Melee Weapon Attack : +12 to hit, reach 5 ft., one target.  Hit : 17 (2d10 + 6) slashing damage. \n'b'  Roar (3/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 500 feet of the sphinx and able to hear the roar must make a saving throw. \n'b'  First Roar : Each creature that fails a DC 18  Wisdom  saving throw is  frightened  for 1 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'  Second Roar : Each creature that fails a DC 18  Wisdom  saving throw is  deafened  and  frightened  for 1 minute. A  frightened  creature is  paralyzed  and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Third Roar : Each creature makes a DC 18  Constitution  saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn\xe2\x80\x99t knocked prone. \n'b'\n'b' Legendary Actions \n'b' The sphinx 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 sphinx regains spent legendary actions at the start of its turn. \n'b'\n'b'  Claw Attack : The sphinx makes one claw attack. \n'b'  Teleport (Costs 2 Actions) : The sphinx 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 sphinx casts a spell from its list of prepared spells, using a spell slot as normal. \n'b'\n'b' ABOUT \n'b' This regal, bird-winged lion has a human\xe2\x80\x99s head, clad in the golden raiment of a powerful pharaoh.'