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Sphinx of Wonder

Tiny Celestial, Lawful Good

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AC 13

Initiative +3 (13)

HP 24 (7d4 + 7)

Speed 20 ft., Fly 40 ft.

STR6MOD -2SAVE -2
DEX17MOD +3SAVE +3
CON13MOD +1SAVE +1
INT15MOD +2SAVE +2
WIS12MOD +1SAVE +1
CHA11MOD +0SAVE +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.

In the same group

Other monsters of CR 1