Sphinx of Wonder

CR 1 Celestial

Monster

Tiny Celestial, Lawful Good

AC
13 (natural armor)
Initiative
+3 (13)
HP
24 (7d4 + 7)
Speed
20 ft., Fly 40 ft.
Ability scores, modifiers and saving throws
Ability Score Mod Save Ability Score Mod Save 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.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Text prepared from downfallx/dnd-5e-srd-markdown and structured data from Open5e, both CC BY 4.0.