Which Edition of D&D had the best design/artwork of an Androsphinx?
First Edition
Second Edition
Fourth Edition
Fifth Edition

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Which Edition of D&D had the best design/artwork of an Androsphinx?
First Edition
Second Edition
Fourth Edition
Fifth Edition

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Friend Folio: Androsphinx
On the Egyptian side of sphinxes, the Androsphinx is a lot less likely to eat you for failing to solve a riddle. This carries over to its Pathfinder interpretation, a CG monster with a penchant for philosophical debates and sphinxy romance.
I'm gonna second Patch's opinion on sphinx mating habits, this is something that should have been relegated to a throw-away line, if at all. Socothbenoth's Book of the Damned entry should not have been a more comfortable read than the summary of a stock Fantasy RPG monster.
Moving on.
A juvenile futsanglung has formed an uneasy friendship with an androsphinx that, disappointed in his middling intelligence, has taken it upon himself to tutor the young wyrm on philosophy. In his pride, Munnen fails to consider why Tulong keeps emerging from his burrow for more lessons -- and what an underworld dragon is doing so far from the badland caverns of Western Xinchun.
Famed Balgiari painter Sabino da Amante has been commissioned by an androsphinx to capture his glory. During a break, a thief breaks into Sabino's studio, and the ensuing fight leaves the artist in a critical condition. Upon seeing his wounded painter, the androsphinx roars for help -- disturbing a party next door and a quartet of sellswords perusing the jewelry shop two floors below.
Pse-nirina valued creativity in life, giving his androsphinx guardian Dahrebi permission to scrawl philosophical musings upon the surface of his grand tomb. In the millennia since the Prince of Ink's death, Dahrebi has ran out of space on the outside, and his writings extend into the tomb's interior; the point at which his musings become tainted by the many-armed obelisk haunting his dreams occurs a few meters after the foyer. A few rooms later, his manifesto goes from merely disturbing to an active psychological hazard.
(Bestiary 3, pg. 151)
DND Monsters: Androsphinx
Large Monstrosity, Lawful Neutral
AC 17 (natural armor)
HP 199 (19d10 + 95)
Speed 40 ft., Fly 60 ft.
Str 22 +6 Dex 10 +0 Con 20 +5 Int 16 +3 Wis 18 +4 Cha 23 +6
Saves Dex +6 Con +11 Int +9 Wis +10
Skills Arcana +9, Perception +10, Religion +15
Immunities Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks Cannot Be Charmed, Frightened
Senses Truesight 120 ft.
Languages Common, Sphinx
CR 17
Traits
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. Insight checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
Magic Weapons: The sphinx's weapon attacks are magical.
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:
Spell descriptions can be found by typing the name in my tags
Cantrips (at will): sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, detect evil and good, detect magic
2nd level (3 slots): lesser restoration, zone of truth
3rd level (3 slots): dispel magic, tongues
4th level (3 slots): banishment, freedom of movement
5th level (2 slots): flame strike, greater restoration
6th level (1 slot): heroes' feast
Actions
Multiattack: The sphinx makes two claw attacks.
Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing 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.
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 44 (8d10) thunder damage and is knocked Prone. On a successful save, the creature takes half as much damage and isn't knocked Prone.
Legendary Actions
The sphinx can take 3 legendary actions. Immediately after another creature's turn, The androsphinx can expend a use to take one of the following actions. The androsphinx regains all expended uses at the start of each of its turns.
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.
Lair: A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals.
Lair Actions:
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:
The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.
The effects of time are altered such that 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.
The flow of time within the lair is altered such that everything within 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.
Jufly day 9: IT HECKIN WIMDY
More of these cuties ;3;
Some flight training!

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just some characters for this year's Jufly. last year I mostly did pegasi so this year I thought I'd go back to my sphinx loves <3 we'll see if I can do any haha but this was a fun doodle regardless
an androsphinx raising a hatchling wyvern
The Sphinx is a mythical creature in Ancient Egypt with the head of a human and the body of a lion.
In Egyptian mythology, the sphinx is frequently depicted as a man (an androsphinx (Ancient Greek: ανδρόσφιγξ)), and is seen as a benevolent representation of strength and ferocity, usually of a pharaoh.
WHICH IS MORE SMASHABLE?
Red Dragon
Androsphinx
Welcome to Round 4, the top 32 contenders! Only the best remain! With a fair few surprise hits that have beaten out some of the original top contenders.
On the left, the highest ranked in the qualifying rounds, the Red Dragon! It's the biggest chromatic dragon, so adults are roughly in the 30-90 foot (9.1-27.4 m) range. The spellcasters among them lean toward spells like "dominate person," as basically everything in thier culture is about domination and power play. They're prideful, powerful, the epitome of dragon kind to most, the classic fire breathing dragon!
BUT ON THE RIGHT! Having already slain a dragon and taken out a member of the top 32, we have the androsphinx! 10 ft (3 m) long, gruff and somewhat pessimistic with a noble heart, can control time from within its lair, guards ancient mysteries and secrets, and can summon feasts on command! They're also known for being gruff and blunt but generally trying to do the right thing.