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Monster

Sphinx of Wonder

CR
1 (XP 200)
Type
Celestial
AC
13
HP
24
Habitat
Planar

Tiny Celestial, Lawful Good

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

STR 6 -2 / -2DEX 17 +3 / +3CON 13 +1 / +1INT 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.

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