Necrosphinx (5e Creature)

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Necrosphinx[edit]

Huge construct, unaligned


Armor Class 18 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 22 (+6) 3 (-4) 11 (+0) 4 (-3)

Proficiency Bonus +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Damage Immunities necrotic, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 15 (13,000 XP)


Giant Killer. The necrosphinx has advantage on attack rolls against Large and larger creatures.

Immutable Form. The necrosphinx is immune to any spell or effect that would alter its form.

Magic Weapons. The necrosphinx's weapon attacks are magical.

Siege Monster. The necrosphinx's weapon attacks deal double damage to objects and structures.

Trampling Charge. If the necrosphinx moves at least 20 feet straight toward a creature and then hits it with a scythed forearm attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone.

ACTIONS

Multiattack. The necrosphinx uses its Frightful Presence. It then makes three attacks: two with its scythed forearms and one with its stinger.

Frightful Presence. Each creature hostile to the necrosphinx that is within 30 feet of the necrosphinx and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the necrosphinx's Frightful Presence for the next 24 hours.

Scythed Forearms. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 7) slashing damage.

Stinger. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) piercing damage.

Wingblast (Recharge 5-6). The necrosphinx flaps its wings downward creating a blast of air. Each Medium or smaller creature within 15 feet of the necrosphinx must make a DC 18 Strength saving throw. On a failed save, a creautre takes 21 (6d6) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone.


Necrosphinxes are nightmarish mechanical beasts of war and destruction that glide through the air in bounding leaps before falling amongst their terrified prey, scything down the living as mortals reap the wheat of the field. None can stand against such terrifying beings, and only when all before them have been butchered will they stop. A necrosphinx is a bizarre and horrifying statue, a strange amalgamation of the mythical beasts that are said to inhabit the Nehekharan underworld, maintaining order amongst the honoured dead. It has a torso and face of a man, and is armed with gigantic, scything blades that can chop off the neck of a dragon in a single slice. Many also have a scorpion-like tail, better enabling them to stand sentry against the predations of evil doers. Finally, sprouting from the statue's back are a pair of ornate wings which mimic those of the falcons that circle the highest levels of the underworld, keeping watch so that the souls of the damned may not escape.

Constructed Nature. A necrosphinx doesn't require air, food, drink, or sleep.

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