b'Seelie \n'b'  Family:   Sphinxes  \n'b'  Large   monstrosity, neutral good  \n'b'  Armor Class  16 (natural armor)  Hit Points  127 (15d10 + 45)  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   Perception  +6,  Religion  +5  Damage Resistances  fire, radiant; 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  8 (3,900 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'  Cantrips (at will) :  guidance ,  mending , spare the dying,  thaumaturgy  \n'b'  1st level (4 slots) :  bless ,  healing word ,  protection from evil and good ,  sanctuary  \n'b'  2nd level (3 slots) :  aid ,  lesser restoration ,  zone of truth  \n'b'  3rd level (2 slots) :  beacon of hope ,  spirit guardians  \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. \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 16  Constitution  saving throw, taking 18 (4d8) radiant damage on a failure and half as much on a success. Fiends and undead have disadvantage on this saving throw. \n'b'  Second Roar . Each creature must make a DC 16  Constitution  saving throw, taking 27 (6d8) radiant damage on a failure and half as much on a success. Fiends and undead have disadvantage on this saving throw. Creatures that fail their saving throws are also  blinded  for one minute. A  blinded  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' Seelie sphinxes are relatives of other sphinxes. Each seelie sphinx has a leonine torso, great forepaws, and large feathered wings. The head of a seelie sphinx varies greatly from individual to individual, and may be that of a beetle, a bovine, a ram, a turtle, a baboon, a dog, a fish, an owl, a bennu, a falcon, a human, or an ibis. While seelie sphinxes have no particular love of humanity, they are concerned with the welfare of those of just disposition. If a seelie sphinx encounters humans, it generally reserves judgment until it can evaluate their alignment with the forces of good and evil.'