Free interactive D&D 5e SRD stat block

Sphinx of Lore

Large Celestial, CR 11, AC 17, 170 HP. Lawful Neutral.

Large Celestial, Lawful Neutral

AC
17
Initiative
+10 (20)
HP
170 (20d10+60)
Speed
40 ft., Fly 60 ft.
ScoreModSave
STR 18 +4 +4
DEX 15 +2 +2
CON 16 +3 +3
INT 18 +4 +4
WIS 18 +4 +4
CHA 18 +4 +4
Skills
Arcana +12 , History +12 , Perception +8 , Religion +12
Resistances
Necrotic, Radiant
Immunities
Psychic, Charmed, Frightened
Senses
Truesight 120 ft.; Passive Perception 18
Languages
Celestial, Common
CR
11 (XP 7,200; PB +4)

Traits

Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.

Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The sphinx makes three Claw attacks.

Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6+4) Slashing damage.

Mind-Rending Roar (Recharge 5-6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx's next turn.

Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation
1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues

Legendary Actions

Sphinx of Lore can take 3 Legendary Actions per round, regaining all uses at the start of its turn.

Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.

Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its next turn.

How to run Sphinx of Lore

A sphinx of lore on the party's side is a one-scene ally with a riddle attached. It is a Lawful Neutral CR 11 Celestial that guards knowledge, not people, so it helps because helping serves the truth, not because it likes the party. Truesight 120 ft., Inscrutable (Wis Insight checks against it have disadvantage), and Intelligence 18 with Arcana, History, and Religion all at +12 mean the sphinx is the most informed NPC the party will ever meet. Use the alliance to deliver one specific piece of forbidden lore the party could not have learned any other way.

The price of the alliance is the sphinx's terms. It will answer one question per favor, in riddle form, and the party has to interpret it correctly. It will cast Legend Lore on a named subject (1 per day) or Locate Object (1 per day) on a relic the party describes. Plane Shift (1 per day) can move the party between planes once per arc. These are quest-defining utilities, not combat helpers, and the sphinx will not waste them on logistics.

If a fight breaks out around the alliance, the sphinx joins on its own initiative roll of 20 (initiative mod +10) and will absolutely overshadow the party. Open with Mind-Rending Roar in a 300 ft. emanation: every enemy makes a DC 16 Wisdom save or takes 35 psychic and is Incapacitated until the start of the sphinx's next turn. Half on a save is still 17. After the roar, three Claw attacks at +8 for 14 slashing each, with Arcane Prowl as a legendary action to teleport 30 ft. and add another claw. Save Weight of Years for the enemy commander; one failed DC 16 Con save is one Exhaustion level and the target visibly ages 3d10 years. Dispel Magic and Remove Curse are saved for the party's actual quest needs, not for combat.

The sphinx leaves the moment the favor concludes. It does not linger or chat, and it will not rescue the party from a follow-up fight. The exit is the entire point of meeting it.

Write the riddle on a card the night before the session. Riddles improvised at the table are always too easy or too obscure, never both at once.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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