18 (natural armor)
228 (24d10+96)
walk 30 ft., fly 60 ft.
Arcana +8, History +8, Perception +8, Religion +8
bludgeoning, piercing, slashing from nonmagical attacks
psychic
charmed, frightened
truesight 120 ft.
understands Common, Sphinx
13
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.
The sphinx's weapon attacks are magical.
The sphinx makes a ram attack and two claw attacks.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
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.
The sphinx makes one ram attack.
The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.