Androsphinx 5E Monster

The androsphinx can be used as multiple purposes as a dnd monster, actually, this has various types of traits, actions, legendary actions and also many useful attributes.

Androsphinx 5e Traits

This androsphinx 5e has 3 types of traits such as Inscrutable, Magic Weapons, Spellcasting. We have explained them below you can check them out.

Inscrutable: androsphinx 5e has capability to immune for any effect which would be sense for its emotions or else for the read its thoughts, also any Divination spell which it refuses. The wisdom (Insight) checks would be made of ascertain the sphinx’s intentions or else the sincerity have a disadvantage.

Magic Weapons: All of this 5e androsphinx weapon attacks are magical.

Spellcasting: This androsphinx is the 12th level spell caster. Actually, its spellcasting ability is a Wisdom (spell save DC 18, +10 to hit with spell attacks). It regularly requires no material Components for casting its spells. Also the sphinx has cleric spells those are mentioned below.

• Cantrips (at will): Sacred Flame, Spare the Dying, Thaumaturgy
• 1st Level (4 slots): Command, Detect Evil and Good, Detect Magic
• 2nd Level (3 slots): Lesser Restoration, Zone of Truth
• 3rd Level (3 slots): Dispel Magic, Tongues
• 4th Level (3 slots): Banishment, Freedom of Movement
• 5th Level (2 slots): Flame Strike, Greater Restoration
• 6th level (1 slot): Heroes’ Feast


As per this d&d 5e androsphinx it has two claw attacks. Also it has 3 roars such as first roar, second roar and third roar. We have deeply explained them below. You can check them now.

Multiattack: The androsphinx in dnd 5e can make two claw attacks.

Claw: By using this claw, it can make a Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Roar (3/Day): The dnd androsphinx can emit one magical roar. But it before finishing its long rest it can roar for each time, normally the roar is more louder and also the effect is vary, like detailed above. Each and every creature which are within 500 feet of this sphinx and they able to hear the roar should make a saving throw. The three roars are explained below.

First Roar: Each of the creature which fails a DC 18 wisdom saving throw has been frightened for a minute. Also a frightened creature could be repeat its saving throw at each of its ending turn. Also it is ending the effect on itself on a success.

Second Roar: Each and every creature which fails a DC 18 Wisdom saving throw has been Deafened Frightened for 1 minute. Even the Frightened creature was paralyzed and even can repeat the saving throw at an end of each of its turns, by ending the effect on itself on a success.

Third Roar: Each creature can make a DC 18 Constitution saving throw. Also on a failed save, that specific creature able to take 44 (8d10) thunder damage and also it has been knocked prone. But on a successful save, the creature can take half as much damage and even is not knocked prone.

Have you check our article ancient bronze dragon 5e monster

Legendary Actions Of DnD 5E Androsphinx

This dnd 5e androsphinx has a chance to take 3 legendary actions, by selecting from the below options. But the only one legendary action can be used simultaneously, and only at an end of another creature’s turn. It spent legendary actions are regained at the start of an each of its turn.

Claw Attack: The androsphinx in d&d can make one claw Attack.

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

Cast a Spell (Costs 3 Actions): The sphinx can cast a spell from its list of prepared Spells, by using a spell slot as normal.

Attributes Of Androsphinx DnD

AC17 (Natural Armor)
AlignmentLawful Neutral
Challenge Rating17
Condition ImmunitiesCharmed, Frightened
HP199 (19d10+95)
ImmunitiesPsychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
LanguagesCommon, Sphinx
Passive Perception20
Roll 0Claw 1d20 + 12 2d10+6
Saving ThrowsDex +6, Con +11, Int +9, Wis +10
SensesTruesight 120 Ft.
SkillsArcana +9, Perception +10, Religion +15
Speed40 ft., fly 60 ft.
Spell BookSacred Flame, Spare The Dying, Thaumaturgy, Command, Detect Evil And Good, Detect Magic, Lesser Restoration, Zone Of Truth, Dispel Magic, Tongues, Banishment, Freedom Of Movement, Flame Strike, Greater Restoration, Heroes' Feast

Leave a Comment