Sphinx

Sphinxes are a race of intelligent, immortal magical beasts. A sphinx guards in sacred isolation the secrets and treasures of the gods. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in half.

Androsphinx
An androsphinx bears the head of a humanoid male on its lion's body. Outwardly gruff and downcast, it often begins conversations with insults or negative observations. Beneath this gruff exterior, however, an androsphinx has a noble heart. It has no wish to lie or deceive, but it doesn't give away information readily, choosing its words as wisely as it guards its secrets.

Gynosphinx
A gynosphinx bears the head of a humanoid female. Many have the regal countenances of worldly queens, but some are marked with wild, leonine features. A gynosphinx's eyes see beyond the present time and place, and penetrate veils of invisibility and magic. Supplicants who look deep into those eyes might find themselves magically displaced, banished to some far-flung plane where a difficult trial awaits them.

Abilities
Both androsphinxes and gynosphinxes are immune to psychic damage and immune to being charmed, frightened, and any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. All of their attacks are magical.

Legendary Actions (3/round):
 * 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)

Lair Actions: On initiative count 20 (losing initiative ties), both androsphinxes and gynosphinxes can take a lair action to alter the flow of time within the lair or teleport themsevles with several other creutures. The sphinx can't use an effect again until it finishes a short or long rest:


 * Every creature in the lair must reroll initiative. The sphinx can choose not to reroll.
 * Every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the sphinx’s choice), but never any younger than 1 year old. A Greater restoration spell can restore a creature’s age to normal.
 * Everything within the lair moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A Wish spell can return the caster and up to seven other creatures designated by the caster to their normal time.
 * The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can’t use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.

Androsphinx
In addition to the abilities shared by all sphinxes, androsphinxes are immune to bludgeoning, piercing, and slashing damage from non magical weapons and have the following abilities:

Roar Three progressively louder roars (3/Day), with various effects. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw:


 * First Roar: Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 * Second Roar: Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 * Third Roar: Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 8d10 thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Spellcasting Androsphinx is a 12th level cleric and usually preapares the following Wisdom based spells (spell save DC 18, +10 to hit with spell attacks):
 * Cantrips: Sacred Flame, Spare the Dying, Thaumaturgy
 * 1st level: Command, Detect Evil and Good, Detect magic''
 * 2nd level: Lesser Restoration, Zone of Truth
 * 3rd level: Dispel Magic, Tongues
 * 4th level: Banishment, Freedom of Movement
 * 5th level: Flame Strike, Greater Restoration
 * 6th level: Heroes' Feast

Gynosphinx
In addition to the abilities shared by all sphinxes, gynosphinxes are resistant to bludgeoning, piercing, and slashing damage from non magical weapons and have the following abilities:

Spellcasting Gynosphinx is a 9th level wizard and usually preapares the following Intelligence based spells (spell save DC 17, +9 to hit with spell attacks):
 * Cantrips: Mage Hand, Minor Illusion, Prestidigitation
 * 1st level: Detect Magic, Identify, Shield
 * 2nd level: Darkness, Locate Object, Suggestion
 * 3rd level: Dispel Magic, Remove Curse, Tongues
 * 4th level: Banishment, Greater Invisibility
 * 5th level: Legend Lore

Known sphinxes

 * Osysa, a gynosphinx residing beneath the guildhall of the Slayer's Take, and the keeper of the temple to Ioun in Vasselheim.
 * Feromyne, an androsphinx in the Age of Arcanum whose maze was saved by the Golden Scythe of Avalir
 * Kamaljiori, androsphinx mate of Osysa. Vox Machina sought him out and, upon passing his trial, Kamaljiori gifted them one of the Vestiges, Mythcarver, and revealed the names and locations of some other Vestiges.
 * Yondis the Winter Star, androsphinx in the Flotket Alps. He watches over the tomb of a heroic group of champions who sacrificed themselves in the final battles of the Calamity. Those who prove their worth may earn the right to use the heroes' relics.