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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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
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.