Umbral Sphinx

Old storytellers call them night-walkers of the glade or black stags of the grave. Folklore warns that meeting one alone beneath a new moon is an omen of loss. Hunters who return with their antlers often find themselves haunted by dreams.

Largebeast(shadow-touched beast)CR moderateneutral evil

Umbral Sphinx

shadowbeastambushmagical
HP85AC15SPDWalk 40 ft., Umbral Leap 30 ft. (teleport)CR5PerceptionStealthSurvival
STR
14
DEX
14
save
CON
17
save
INT
16
WIS
12
save
CHA
15
Shadow Affinity. While in dim light or darkness the umbral sphinx has advantage on Dexterity (Stealth) checks and its attacks deal an extra 3 () necrotic damage.
Umbral Leap. The umbral sphinx can teleport up to 30 feet to an unoccupied space it can see that is in dim light or darkness. It must finish a short rest to use this feature twice again.
Radiant Vulnerability. The umbral sphinx is vulnerable to radiant damage. If it takes radiant damage it loses its resistance to necrotic damage until the end of its next turn.
Multiattack. The umbral sphinx makes two attacks: one with its Hoof Kick and one with Shadow Bite.
Hoof Kick. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 12 () piercing damage. If the target is a Medium or smaller creature, it must succeed on a Strength saving throw or be knocked prone.
Shadow Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 14 () piercing damage plus 7 () necrotic damage. On a hit the target must succeed on a Wisdom saving throw or be haunted by flickering shadow-images. While haunted the target has disadvantage on its next attack roll and on Wisdom checks made to resist fear. The haunt ends when the target finishes a short or long rest or is targeted by a lesser restoration spell.
Umbral Breath. The umbral sphinx exhales a cone of choking, cold darkness in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 21 () cold damage and 10 () necrotic damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are also blinded until the end of their next turn as shadow-sheen coats their eyes.
Antler Sweep. The umbral sphinx lashes its antlers in a sweeping arc. Each creature within 10 feet must make a Dexterity saving throw. On a failed save a creature takes 13 () slashing damage and is pushed 10 feet away from the sphinx and knocked prone. On a successful save it takes half damage and is not pushed or knocked prone.
Protective Veil. When a creature the sphinx can see within 30 feet makes an attack roll against a target other than the sphinx, it can impose disadvantage on that attack roll.
Riposte. If a creature within 5 feet hits the sphinx with a melee attack it can use its reaction to make a single Hoof Kick attack against that creature.
Cantrips
Innate Spellcastingvarious The umbral sphinx can cast the following spells, requiring no material components. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It regains spell slots on a long rest. At will: disguise self, darkness. 2/day each: misty step, hold person. 1/day: greater invisibility.
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