Sphinx of Wonder
D&D 5e · 2024·Tiny Celestial·Lawful Good
- Armor class
- 13
- Hit points
- 247d4 + 7
- Challenge
- 1200 XP
- Proficiency
- +2Initiative +3
Speed 20 ft., Fly 40 ft.
| Measure | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Score | 6 | 17 | 13 | 15 | 12 | 11 |
| Mod | -2 | +3 | +1 | +2 | +1 | +0 |
| Save | -2 | +3 | +1 | +2 | +1 | +0 |
- Skills
- Arcana +4, Stealth +5, Religion +4
- Resistances
- Necrotic, Psychic, Radiant
- Senses
- Darkvision 60 ft.; Passive Perception 11
- Languages
- Celestial, Common
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.