Sphinx of Wonder

Tiny Celestial, Lawful Good

Armor Class 13   Initiative +3 (13)   Hit Points 24 (7d4 + 7)   Speed 20 ft., Fly 40 ft.

STR6 (-2)
DEX17 (+3)
CON13 (+1)
INT15 (+2)
WIS12 (+1)
CHA11 (+0)

Saving Throws Str −2, Dex +3, Con +1, Int +2, Wis +1, Cha +0

Skills Arcana +4, Religion +4, Stealth +5

Damage Resistances Necrotic, Psychic, Radiant

Senses Darkvision 60 ft.; Passive Perception 11

Languages Celestial, Common

Challenge Rating 1

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.

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