Criosphinx

Large monstrosity, Neutral

Armor Class

18 (natural armor)

Hit Points

228 (24d10+96)

Speed

walk 30 ft., fly 60 ft.

Skills

Arcana +8, History +8, Perception +8, Religion +8

Damage Resistances

bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

psychic

Condition Immunities

charmed, frightened

Senses

truesight 120 ft.

Languages

understands Common, Sphinx

Challenge

13

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.

Actions

Multiattack

The sphinx makes a ram attack and two claw attacks.

Ram

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage.

Claw

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Legendary actions

Legendary Actions (2/Turn)

The monstrosity can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn.

Ram Attack

The sphinx makes one ram 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.