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    Gynosphinx 5e: A Spellcasting Sphinx and the 2024 Sphinx of Lore

    The gynosphinx is a CR 11 Large legendary creature with AC 17, 136 hit points, a 60-foot fly speed, truesight to 120 feet and the spell slots of a 9th-level wizard (save DC 16). Where the androsphinx is a cleric with a roar, the gynosphinx is a scholar who fights with Darkness, Greater Invisibility and Banishment. In the 2024 rules (SRD 5.2.1) it is renamed the Sphinx of Lore: still CR 11, but with 170 hit points, three claws instead of two, Legendary Resistance, and a psychic Mind-Rending Roar in place of most of its combat spells.

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    Gynosphinx Stat Block (2014)

    The SRD 5.1 gynosphinx:

    Gynosphinx

    Large monstrosity, lawful neutral

    Armor Class 17 (natural armor)
    Hit Points 136 (16d10+48)
    Speed 40 ft., fly 60 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 120 ft., passive Perception 18
    Languages Common, Sphinx
    Challenge 11 (XP 7,200; PB +4)

    Traits

    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 9th-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
    • 4th level (3 slots): banishment, greater invisibility
    • 5th level (1 slot): legend lore

    Actions

    Multiattack. The sphinx makes two claw attacks.
    Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

    Legendary Actions

    The gynosphinx 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 gynosphinx regains spent legendary actions at the start of its turn.

    Claw Attack. The sphinx makes one claw 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.
    Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Its claws are modest for CR 11: two attacks at +8 for 13 slashing each. The threat is the spell list and how it spends legendary actions. It knows Shield, Darkness, Suggestion, Dispel Magic, Greater Invisibility and Banishment, and its Cast a Spell legendary action (3 actions) lets it cast one of them at the end of someone else's turn.

    Its defenses: resistance to bludgeoning, piercing and slashing from nonmagical attacks, immunity to psychic damage, and immunity to being charmed or frightened. Inscrutable blocks spells that read its thoughts and gives Disadvantage on Insight checks about its intentions. It has no Legendary Resistance and no Magic Resistance, and it has no saving throw proficiencies at all, so every save is just its ability modifier (+2 to +4).

    Riddles and guardian duties come from the Monster Manual, not the SRD. The SRD stat block gives it Arcana +12 and History +12, which make it a natural keeper of secrets, but says nothing about riddles or what it guards.

    The Sphinx of Lore: the 2024 Gynosphinx

    SRD 5.2.1 calls it the Sphinx of Lore; a Tiny CR 1 Sphinx of Wonder is new.

    Sphinx of Lore

    Large Celestial, Lawful Neutral

    Armor Class 17
    Initiative +10 (20)
    Hit Points 170 (20d10 + 60)
    Speed 40 ft., fly 60 ft.
    STR
    18 (+4)save +4
    DEX
    15 (+2)save +2
    CON
    16 (+3)save +3
    INT
    18 (+4)save +4
    WIS
    18 (+4)save +4
    CHA
    18 (+4)save +4
    Skills Arcana +12, History +12, Perception +8, Religion +12
    Resistances necrotic, radiant
    Immunities psychic; Charmed; Frightened
    Senses Truesight 120 ft.; Passive Perception 18
    Languages Celestial, Common
    Challenge 11 (XP 7,200, or 8,400 in lair; PB +4)

    Traits

    Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.
    Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The sphinx makes three Claw attacks.
    Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage.
    Mind-Rending Roar (Recharge 5–6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx’s next turn.
    Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):
    • At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation
    • 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues

    Legendary Actions

    Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the sphinx of lore can expend a use to take one of the following actions. The sphinx of lore regains all expended uses at the start of each of its turns.

    Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.
    Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can’t take this action again until the start of its next turn.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
    2014 Gynosphinx2024 Sphinx of Lore
    TypeMonstrosityCelestial
    CR / XP11 / 7,20011 / 7,200 (8,400 in lair)
    AC / HP17 / 13617 / 170
    Attacks2 Claws, +8, 13 each3 Claws, +8, 14 each
    Big actionNoneMind-Rending Roar (Recharge 5–6), DC 16 Wis, 35 psychic + Incapacitated
    DefensesResists nonmagical B/P/SResists necrotic and radiant
    Legendary ResistanceNone3/day (4 in lair)
    Legendary actionsClaw, Teleport 120 ft. (2), Cast a Spell (3)Arcane Prowl (teleport 30 ft. + Claw), Weight of Years
    SpellsWizard slots: Shield, Darkness, Suggestion, Greater Invisibility, Banishment and moreUtility only; Plane Shift added; Shield, Darkness, Suggestion, Greater Invisibility and Banishment removed
    Religion+8+12

    The headline: the 2014 gynosphinx is a control caster with weak claws, while the Sphinx of Lore is a bruiser with one massive area attack. The Mind-Rending Roar fills a 300-foot Emanation, hits only enemies, and on a failed DC 16 Wisdom save deals 35 (10d6) psychic damage and leaves the target Incapacitated until the start of the sphinx's next turn. A successful save takes nothing. Incapacitated breaks Concentration, so one roar can end the party's Haste, Spirit Guardians and Banishment.

    Plane Shift in 2024 has no hostile use; it moves the caster and up to eight willing creatures. For the sphinx it is a way out of a losing fight, or a way to take the party somewhere they asked to go.

    How the Gynosphinx Fights

    2014: darkness and truesight. The gynosphinx sees through magical darkness to 120 feet. Most characters don't. Darkness cast on itself or near the party means it attacks unseen with Advantage and the party attacks it with Disadvantage. Two claws at +8 against AC 18 go from a 55% hit chance (about 14 damage a round) to about 80% (about 21). Darkness and Greater Invisibility both need concentration, so it picks one: Darkness against a group, Greater Invisibility when it wants to move freely.

    2014: legendary actions as spellcasting. At the end of the wizard's turn, Cast a Spell to Banish the party's strongest melee character (DC 16 Charisma). At the end of the fighter's turn, use Teleport (2 actions) to get away from anyone who reached it. Shield uses its Reaction, so it works once per round: when an attack would hit, Shield raises its AC to 22 until its next turn, which also blunts every later attack that round.

    2024: roar first, claws after. Open with Mind-Rending Roar while it's charged. Against a party whose Wisdom saves range from +1 to +8, expect two or three of four characters to fail. That is 70 to 105 damage across the party and a round where the failed characters can't act. Then three Claws (about 23 damage a round against AC 18) on the softest target, Arcane Prowl to follow anyone who runs, and Weight of Years (DC 16 Constitution, 1 Exhaustion level) once a round on a caster. Recharge 5–6 means the roar comes back on about one turn in three.

    Its exit. Below about a third of its hit points, a 2014 gynosphinx teleports and flies; a 2024 Sphinx of Lore casts Plane Shift and is gone.

    Running a Gynosphinx Encounter

    One gynosphinx (7,200 XP) for four characters:

    Party (4 characters)2024 difficulty2014 calculator
    Level 9ModerateHard
    Level 10ModerateMedium
    Level 11LowMedium

    In its lair the Sphinx of Lore is worth 8,400 XP, which makes it Moderate for four level 11 characters. The SRD lists only the lair XP, extra Legendary Resistance and an extra legendary action use; there are no SRD lair actions. The 2014 column follows the 2014 Dungeon Master's Guide guidelines used by our encounter calculator.

    A gynosphinx works best where combat is one of several ways through: a guardian the party can bargain with, answer or fight. With Inscrutable in place, players can't use magic to learn what it wants, so they have to ask.

    How Players Beat a Gynosphinx

    • •2014: break its sight advantage. Faerie Fire (Dexterity save, +2) cancels Greater Invisibility. Against Darkness, Dispel Magic or simply fighting outside the 15-foot sphere works; truesight doesn't help it if it isn't in the dark.
    • •2014: make it save. No Legendary Resistance and no save proficiencies. Its best save is +4. Hold Monster-style spells and Banishment are real threats to it.
    • •2014: magic weapons matter. It resists nonmagical bludgeoning, piercing and slashing.
    • •2024: protect Concentration. The roar reaches 300 feet, so spreading out doesn't avoid it. Give the most important Concentration spell to the character with the best Wisdom save. Strip Legendary Resistance with cheap saves before the spell you need to land.
    • •Psychic damage, charm and fear are useless against both versions.

    Gynosphinx Encounter Ideas

    The librarian of the drowned city. A gynosphinx keeps the last intact archive of a city lost to the sea. It will cast Legend Lore for the party, once, in exchange for a book it doesn't have. The party knows where one is. So does someone else.

    The witness. A Sphinx of Lore saw a murder a century ago and has never told anyone. Inscrutable means no spell can pull the answer from it. The party must persuade it, and Insight checks to read whether it is telling the truth are made with Disadvantage.

    The guide with conditions. The party needs to reach another plane. A Sphinx of Lore can take them with Plane Shift, but only after they lift a curse from its ward. Its one daily Remove Curse is already spent, and the curse gets worse at dawn.

    Frequently Asked Questions

    What CR is a gynosphinx?

    The gynosphinx is CR 11 (7,200 XP). Its 2024 version, the Sphinx of Lore, is also CR 11, worth 7,200 XP or 8,400 XP in its lair.

    What is the gynosphinx called in 2024?

    It is the Sphinx of Lore. The androsphinx became the Sphinx of Valor, and a new Tiny Sphinx of Wonder (CR 1) was added.

    Does the gynosphinx have a roar?

    Not in the 2014 rules; only the androsphinx roars. The 2024 Sphinx of Lore gains Mind-Rending Roar: each enemy in a 300-foot Emanation makes a DC 16 Wisdom save or takes 35 psychic damage and is Incapacitated until the start of the sphinx's next turn. It recharges on a 5 or 6.

    What spells does a gynosphinx know?

    The 2014 gynosphinx prepares wizard spells as a 9th-level caster (DC 16): Mage Hand, Minor Illusion, Prestidigitation, Detect Magic, Identify, Shield, Darkness, Locate Object, Suggestion, Dispel Magic, Remove Curse, Tongues, Banishment, Greater Invisibility and Legend Lore. The 2024 Sphinx of Lore keeps the utility spells, drops the combat ones, and adds Plane Shift.

    Is a gynosphinx stronger than an androsphinx?

    No. The androsphinx (Sphinx of Valor) is CR 17 with 199 hit points and a three-stage roar. The gynosphinx (Sphinx of Lore) is CR 11 with 136 hit points in 2014 and 170 in 2024.


    Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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