5e SRD 5.2.1 · 5.2.1
Sphinx of Wonder
Monsters > Sphinx of Wonder
Tiny Celestial, Lawful Good AC 13 Initiative +3 (13) HP 24 (7d4 + 7) Speed 20 ft., Fly 40 ft. MOD SAVE MOD SAVE MOD SAVE Str 6−2 −2Dex 17+3+3Con 13+1+1 Int 15+2+2WIS 12+1+1Cha 11+0+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.