Sphinx of Wonder
Tiny Celestial, Lawful Good
AC 13 Initiative +3 (13)
HP 24 (7d4 + 7)
Speed 20 ft., Fly 40 ft.
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MOD |
SAVE |
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MOD |
SAVE |
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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.