Sphinx of Wonder
Tiny Celestial, Lawful Good
- Armor Class
- 13
- Hit Points
- 24 (7d4 + 7)
- Challenge rating
- 1
- CHA
- 11 (+0)
- CON
- 13 (+1)
- DEX
- 17 (+3)
- INT
- 15 (+2)
- STR
- 6 (-2)
- WIS
- 12 (+1)
Tiny Celestial, Lawful Good
AC 13 · Initiative +3 (13)
HP 24 (7d4 + 7)
Speed 20 ft., Fly 40 ft.
| Ability | Score | Mod | Save |
|---|---|---|---|
| Str | 6 | −2 | −2 |
| Dex | 17 | +3 | +3 |
| Con | 13 | +1 | +1 |
| Int | 15 | +2 | +2 |
| Wis | 12 | +1 | +1 |
| Cha | 11 | +0 | +0 |
Skills Arcana +4, Religion +4, Stealth +5
Resistances Necrotic, Psychic, Radiant
Senses Darkvision 60 ft.; Passive Perception 11
Languages Celestial, Common
CR 1 (XP 200; PB +2)
Traits
Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.
Actions
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage.
Reactions
Burst of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll.
Source · SRD 5.2.1 · page 327