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Zombie, Sphinx

Family: Zombies

Large undead, neutral evil

Armor Class 11 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 6 (–2) 20 (+5) 3 (–4) 10 (+0) 5 (–3)

Saving Throws Wis +3
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can’t speak
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Magic Weapons. The zombie’s weapon attacks are magical.
  • Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

ACTIONS

  • Multiattack. The zombie makes two Claw attacks.
  • Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

ABOUT

Sphinx are often bound by magic to guard a place or secret lore. The magic that keeps them in service sometimes survives the magic-user who bound them, leaving the sphinx trapped. If lucky, enough food and water is provided to keep the sphinx alive for centuries; if not, they eventually succumb, trapped by the bounds of magic. These sphinxes, maddened by their callous treatment and needless deaths, animate as zombies, but zombies far more intelligent than others of their ilk.

Section 15: Copyright Notice
Tome of Horrors 2020, (C) 2020, Necromancer Games