Sphinx of Wonder

Small · Celestial · CR 1

Type
Celestial
Size
Small
Alignment
lawful good
Armour class
13 (natural armor)
Hit points
24 (7d4 + 7)
Initiative
+3
Speed
20 ft., fly 40 ft.
Saving throws
Strength -2, Dexterity +3, Constitution +1, Intelligence +2, Wisdom +1, Charisma +0
Skills
Arcana +4, Religion +4, Stealth +5
Damage resistances
necrotic, psychic, radiant
Senses
darkvision 60 ft., passive Perception 11
Languages
Celestial, Common
Challenge
1 (200 XP)
Ability scores
STRDEXCONINTWISCHA
6 (-2)17 (+3)13 (+1)15 (+2)12 (+1)11 (+0)

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. 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage.

Reactions

Burst of Ingenuity. 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.

New in the 2024 rules

This does not appear in the 2014 System Reference Document.

Everything that changed for monsters