Sphinx of Wonder
CR 1 Celestial
Tiny Celestial, Lawful Good
- AC
- 13 (natural armor)
- Initiative
- +3 (13)
- HP
- 24 (7d4 + 7)
- Speed
- 20 ft., Fly 40 ft.
| 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.