Gynosphinx · CR 11
Type: Monstrosity · Size: Large · Grade: High (capacity 1,000 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Load · portions | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Claws | Trophy | High | 1,000 | Medicine or Survival 20 | medium · 1 | Bludgeoning, Force, Thunder | – |
| Cryptic Feather | Feather | High | 1,000 | Medicine or Survival 20 | medium · 20 | Acid, Fire, Necrotic | – |
| Vast Mind | Psychotropic, Unique | Supreme | 10,000 | Medicine or Survival 25 | light · 1 | Necrotic, Poison | Psychic |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Trait parts
Grade = the creature’s grade (High), DC 20.
- Brain Barrier – from Psychic
- All-Seeing Eyes – from Truesight
- Cardiarcanum – from Spellcasting
- Aerial Locomotion Structure – from Flight (wings)
Part descriptions
Vast Mind
A vast pale brain that whispers, in the sphinx tongue, of the riddles at the heart of creation.
Use: crush it (action, destroyed) to cast maze.
Statblock
Gynosphinx – SRD 5.1
Large Monstrosity, Lawful Neutral
AC 17 · HP 136 (16d10+48) · Speed 40 ft., Fly 60 ft.
Score Save Score Save STR 18 (+4) +4 INT 18 (+4) +4 DEX 15 (+2) +2 WIS 18 (+4) +4 CON 16 (+3) +3 CHA 18 (+4) +4 Skills Arcana +12, History +12, Perception +8, Religion +8
Resistances Bludgeoning, piercing, and slashing from nonmagical weapons
Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft.; Passive Perception 18
Languages Common, Sphinx
CR 11 (XP 7,200; PB +4)
Traits
Inscrutable. The sphinx 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 sphinx’s intentions or sincerity have disadvantage.
Magic Weapons. The sphinx’s weapon attacks are magical.
Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:
- Cantrips (at will): mage hand, minor illusion, prestidigitation
- 1st level (4 slots): detect magic, identify, shield
- 2nd level (3 slots): darkness, locate object, suggestion
- 3rd level (3 slots): dispel magic, remove curse, tongues
- 4th level (3 slots): banishment, greater invisibility
- 5th level (1 slot): legend lore Cantrips (at will): Mage Hand, Minor Illusion, Prestidigitation · Level 1 (4 slots): Detect Magic, Identify, Shield · Level 2 (3 slots): Darkness, Locate Object, Suggestion · Level 3 (3 slots): Dispel Magic, Remove Curse, Tongues · Level 4 (3 slots): Banishment, Greater Invisibility · Level 5 (1 slots): Legend Lore
Actions
Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Legendary Actions
Claw Attack. The sphinx makes one claw attack.
Teleport (Costs 2 Actions). The sphinx 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 sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
Statblock from the System Reference Document 5.1 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 213); SRD 5.1 (size) – part descriptions rewritten in our own words.