Free interactive D&D 5e SRD stat block

Sphinx of Valor

Large Celestial, CR 17, AC 17, 199 HP. Lawful Neutral.

Large Celestial, Lawful Neutral

AC
17
Initiative
+12 (22)
HP
199 (19d10+95)
Speed
40 ft., Fly 60 ft.
ScoreModSave
STR 22 +6 +6
DEX 10 +0 +6
CON 20 +5 +11
INT 16 +3 +9
WIS 23 +6 +12
CHA 18 +4 +4
Skills
Arcana +9 , Perception +12 , Religion +15
Resistances
Necrotic, Radiant
Immunities
Psychic, Charmed, Frightened
Senses
Truesight 120 ft.; Passive Perception 22
Languages
Celestial, Common
CR
17 (XP 18,000; PB +6)

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 two Claw attacks and uses Roar.

Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6+6) Slashing damage.

Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest):

First Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute.

Second Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Third Roar. Constitution Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: 44 (8d10) Thunder damage, and the target has the Prone condition. Success: Half damage only.

Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Detect Evil and Good, Thaumaturgy
1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth

Legendary Actions

Sphinx of Valor 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 Valor

A sphinx of valor is a guardian, not an aggressor. CR 17, AC 17, 199 HP, Truesight 120 ft., Lawful Neutral, Inscrutable (no remote magical observation, Insight at Disadvantage), Legendary Resistance 3 per day or 4 in a lair. The encounter is built around a thing the sphinx is protecting, and the fight starts only when the party fails or refuses the test the sphinx offered. Sell the test first. The sphinx is willing to kill, but it would rather not.

When combat starts, the opener is Roar. Three uses per long rest, sequence-locked, and the order matters. First Roar in round one: 500-foot Emanation, DC 20 Wisdom, Frightened for 1 minute on a fail. Second Roar in round two: DC 20 Wisdom, Paralyzed on a fail with end-of-turn repeats and a one-minute cap. Third Roar in round three: DC 20 Constitution, 44 thunder damage and Prone on a fail, half on a save. The arc is fear, lockdown, then a wave of damage that hits the prone and paralyzed targets at full effect.

Multiattack outside the Roar windows is two Claw attacks at +12 for 20 slashing each plus a Roar use, so the Roar charges deplete fast. Spellcasting at-will Detect Evil and Good plus Thaumaturgy gives information and theatre. Save 1/Day Dispel Magic for the wizard's high-impact concentration spell. Legendary actions are Arcane Prowl (teleport 30 feet and Claw, perfect for peeling off the squishies) and Weight of Years (DC 16 Con, 1 Exhaustion level on a fail, which compounds; spend it on the player already locked down). Burn one Legendary Resistance early on a high-impact spell so the players see the budget is real.

The sphinx will accept a yield. A party that drops weapons after the second Roar and addresses the sphinx in Celestial or Common with the right answer to the original challenge gets a single chance to walk away alive. The sphinx remembers them and the answer they gave. That memory is a campaign hook for two sessions later.

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

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