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Large monstrosity, chaotic evil


Armor Class 17 (natural armor)
Hit Points 153 (18d10 + 54)
Speed 40 ft., fly 60 ft.


STR 20 (+5)DEX 15 (+2)CON 16 (+3)INT 16 (+3)WIS 16 (+3)CHA 18 (+4)


Skills Arcana +13, History +13, Perception +13, Religion +13
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 23
Languages Common, Sphinx
Challenge 13 (10,000 XP)


Inscrutable. The luposphinx 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 luposphinx's intentions or sincerity have disadvantage.

Magic Weapons. The luposphinx's weapon attacks are magical.

Spellcasting. The luposphinx is an 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16; +8 to hit with spell attacks). The luposphinx has the following wizard spells prepared:

Cantrips (at will): minor illusion, poison spray, true strike
1st Level (4 slots): charm person, detect magic, ray of sickness
2nd Level (3 slots): blur, hold person, suggestion
3rd Level (3 slots): bestow curse, dispel magic, lightning bolt
4th Level (3 slots): greater invisibility, ice storm
5th Level (2 slots): geas, legend lore
6th Level (1 slots): circle of death


Multiattack. The luposphinx makes three attacks: two with its claws and one with its bite.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Roar (3/Day). The luposphinx emits a magical roar. Each creature within 200 feet of the luposphinx and able to hear the roar must make a DC 16 Wisdom saving throw or be deafened and frightened for 1 minute. A frightened and deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


The luposphinx can take 3 legendary actions, 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 luposphinx makes one claw attack.

Teleport (Costs 2 Actions). The luposphinx 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 luposphinx casts a spell from its list of prepared spells, using a spell slot as normal.

The luposphix is a wolf-headed sphinx found in wooded areas. They keep company with various humanoids and are often encountered with gnolls or xvarts.







Open Game License