
There was a day when all sacred areas were vandalized. There was chaos and havoc in the streets but a few warior priests made a tactical move to keep these area hidden in their dreams
Now the Aja only live in the realm of treasured dreams making sure only the honorable may enter. Except for a few of coarse.
These individual guard what they think is most sacred the welfare of nations. Now thousand covertly protect the innocent from tyrany and unjust persecution so that there relatives in the realms of dreams and realms of treasure will always know that worthy individuals are kept safe and sound untill the time of their adventures.
Large monstrosity, lawful good
Armor Class 15(natural armor)
Hit Points 80 (8d10 + 24)
Speed 30 ft.,
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
18 (+4)
WIS
18 (+4)
CHA
18 (+4)
Skills Arcana +12, History +12, Perception +8, Religion +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses truesight 60 ft., passive Perception 18
Languages Common, Sphinx
Challenge 7 (4000 XP)
Alternate Form: The sphinx can polymorph more into a humanoid form at will.
Eyes That See Hearts: If somebody has comited a serious fellony in the last year then eyes apear black in the phinxes mind.
Circle of Silence: Any magical ability or special defense the sphinx has she can share with up to 7 boon companions.
Sound of Thunder: the sphinx let’s out a roar and any fellon with in ear shot must make a Wisdom save DC 16 or be affected by the fear spell.
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 5th-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
Actions
Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +6to hit, reach 5 ft., one target. Hit: 9 (2d4+ 4) slashing damage.
Legendary Actions
The sphinx can take 1 legendary action, 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 sphinx regains spent legendary actions at the start of its turn.
Claw Attack. The sphinx makes one claw attack.
