Agreed, I really like the new sphinx. It's a properly fearsome guardian and I don't have come up with excuses for why the BBEG hasn't blown past it and taken whatever it's guarding. (Even if the BBEG is stronger than the sphinx, the sphinx can just dump the BBEG on another plane.) And I love the way it gets to screw with time and space--it adds just the right touch of mystery. It opens up all kinds of space for quests where you explore a possible future and have to figure out how to prevent it, or go back into the past to learn what brought about the present crisis. Have we ever before had something in the regular Monster Manual with the ability to travel in time?Huh. I had the exact opposite reaction. Something to the effect of, "Hey, sphinxes are actually as impressive as they should be!" now.
I think you can still use them in lower-level campaigns, just not as combat encounters. It means the PCs have to actually solve the riddle/challenge rather than stab their problems away.![]()
The one thing I didn't like was the bit about "Even if you kill the sphinx, you can't get to what it was protecting." Enforcing that just makes the DM seem like a sore loser. The sphinx is tough enough now, especially with its lair actions, that it shouldn't need such caveats. If you can kill something with the ability to dump you in another plane or travel in time, you deserve the prize.
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