Sphinxtaur (5e Creature)

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large monstrosity, lawful evil

Armor Class 17 (natural armor)
Hit Points 230 (20d12+100)
Speed 50 ft., fly 50 ft.

24 (+7) 12 (+1) 20 (+5) 18 (+4) 18 (+4) 24 (+7)

Saving Throws Dexterity +6, Constitution +11, Intelligence +9, Wisdom +10
Skills Arcana +9, Perception +10, Religion +15
Damage Immunities Psychic, Bludgeoning, Piercing, and Slashing from Nonmagical Weapons
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 20
Languages Common
Challenge 13 (10,000 XP)

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 attack 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:


Multiattack. The sphinxtaur makes two claw attacks and one melee spear attack.

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.
Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Third Roar. Each creature makes a DC 18 Strength saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.


Shield. The sphinxtaur can halve any bludgeoning or slashing damage it receives from an attack with a reaction.


The 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.

Teleport (Costs 2 Actions). The sphinxtaur magically teleports, along with any Equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Cast a Spell (Costs 3 Actions). The sphinxtaur casts a spell from its list of prepared Spells, using a spell slot as normal.

Sphinxtaurs are believed to be the offspring of gyno or androsphinxes 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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