Excal-heim
Large Archon of the sun, Theasphinx, Lawful Good
I know the pic is a griffon, I'm working with what I got.
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.
Angelic Weapons. The sphinx weapon attacks are magical, dealing an extra 2d8 radiant damage (included in the attack).
Legendary Resistance(3). If the sphinx fails a saving throw, it can choose to succeed instead.
Regeneration.The sphinx regains 6 hit points at the start of its turn. If the sphinx takes acid or poison damage, this trait doesn't function at the start of its next turn. It dies only if it starts its turn with 0 hit points and doesn't regenerate.
Spellcasting.
The sphinx is a 12th-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks).
It requires no material components to cast its spells.
The sphinx has the following cleric spells prepared:
Multiattack. The sphinx makes two claw attacks. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 2d10+6 slashing + 9 2d8 radiant damage. Roar (3/Day). The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.
The sphinx can take 3 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 sphinx 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.
On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest:
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