Monster · CR 1 (200 XP) · 2024 rules

Sphinx of Wonder

Small celestial, lawful good

  • Armor Class 13 (natural armor)
  • Hit Points 24 ()
  • Speed 20 ft., fly 40 ft.
  • Initiative +3 (13)
  • Skills , ,
  • Resistances necrotic, psychic, radiant
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages Celestial, Common
  • Challenge 1 (200 XP; PB +2)

Traits

Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.

Actions

Rend. Melee Attack Roll: , reach 5 ft. Hit: 5 () Slashing damage plus 7 () 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.

Tip: click any dice or bonus to roll it. Shift-click rolls with advantage.

From the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits