Androsphinx Lair
Lair

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:

  • At Will Spell(s):
  • Plane Shift
    7

  • Quick Abilities:
  • Alter Speeds of the Void
  • Reversal of Past Wrongs
  • Reverse the Void

Attached Items
# Type Name
1 Creature Gynosphinx
2 Creature Androsphinx
d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information