Sphinx of Wonder

Tiny Celestial, Lawful Good

AC 13    Initiative +3 (13)
HP 24 (7d4 + 7)
Speed 20 ft., Fly 40 ft.

Ability Scores
STR 6 (-2) Save -2    DEX 17 (+3) Save +3    CON 13 (+1) Save +1
INT 15 (+2) Save +2    WIS 12 (+1) Save +1    CHA 11 (+0) Save +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.
DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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