Sphinx of Wonder
- Size
- Small
- Type
- Celestial
- Challenge Rating
- 1
- Source
- System Reference Document 5.2.1
- Alignment
- Lawful-Good
- Armor Class
- 13
- Speeds
- 20, fly 40, swim 10, climb 10
- Walking Speed
- 20
- Swimming Speed
- 10
- Climbing Speed
- 10
- Flying Speed
- 40
- Strength Score
- 6
- Dexterity Score
- 17
- Constitution Score
- 13
- Intelligence Score
- 15
- Wisdom Score
- 12
- Charisma Score
- 11
- Skill Proficiencies
- Arcana, Religion, Stealth
- Vision
- Darkvision (60ft)
- Languages Ref
- Celestial, Common
- Hit Points
- 24
- Resistances
- Resistant to Necrotic Damage, Resistant to Psychic Damage, Resistant to Radiant Damage
- Languages
- Celestial, Aethyrian Common
Small celestial, lawful good
Armor Class 13 (natural armor)
Hit Points 24 (7d4 + 7)
Speed 20 ft., climb 10 ft., fly 40 ft., swim 10 ft.
- STR
- 6 (−2)
- DEX
- 17 (+3)
- CON
- 13 (+1)
- INT
- 15 (+2)
- WIS
- 12 (+1)
- CHA
- 11 (+0)
Skills Arcana +4, Religion +4, Stealth +5
Damage Resistances necrotic, psychic, radiant
Senses darkvision 60 ft., passive Perception 11
Languages Celestial, Common
Challenge 1 (200 XP)
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.
Stat block from the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.