rpg—rules

monster

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