Sphinxtaur (5e Creature)
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Sphinxtaur[edit]
Large monstrosity, lawful evil Armor Class 17 (natural armor)
Saving Throws Dex +6, Con +10, Int +9, Wis +9 Inscrutable. The sphinxtaur 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 sphinxtaur's intentions or sincerity have disadvantage. Magic Weapons. The sphinxtaur's weapon attacks are magical. Maul. If the sphinxtaur hits a target with two claw attacks on the same turn, the target takes an extra 14 (4d6) slashing damage. Spellcasting. The sphinxtaur is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinxtaur has the following spells prepared: Cantrips (at will): sacred flame, infestation, thaumaturgy ACTIONSMultiattack. The sphinxtaur makes three attacks: two with its claws and one with its spear. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. Roar (3/Day). The sphinxtaur 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 sphinxtaur and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 18 Charisma 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. REACTIONSShield. If the sphinxtaur takes bludgeoning or slashing damage from an attack, it takes half as much damage. LEGENDARY ACTIONSThe sphinxtaur 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's turn. The sphinxtaur regains spent legendary actions at the start of its turn. Claw. The sphinxtaur makes one claw Attack. |
Sphinxtaurs are believed to be the offspring of sphinxes and humans, making them extremely rare. They end up with a more prehensile body than a regular sphinx, being able to wield weapons like humans, but also able to fly and cast magic like sphinxes. They are extremely dangerous in combat and very lethal. However, they have a binding curiosity stemming from both their sphinx and human natures. Like the sphinx of Oedipus Tyrannus, they are prone to play with prey by asking questions. However, they are much more wily than a regular sphinx and can play with words much better, like humans, and so are not too keen on playing by strict rules unless one can trick them into making a truly binding contract. |
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