AC
15
Damaged Natural Armor
Initiative
+3 (13)
HP
42
(7d12 + 5)
Speed
20 ft., Fly 40 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +6 |
| DEX | 14 | +2 | +2 |
| CON | 20 | +5 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +2 |
| WIS | 17 | +3 | +3 |
| CHA | 11 | +0 | +0 |
Resistances
Necrotic, Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Immunities
Blinded
Senses
Darkvision 60 ft.; Passive Perception 11
Languages
Celestial, Common
CR
2 (XP 450; PB +2)
Traits
Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.
War-torn. The sphinx's Hit Points are not at maximum when first encountered.
Rebuilding. The sphinx regains 10 Hit Points at the start of its turn if it has at least one hit point left. If it regains full HP, its AC becomes 17.
Actions
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage.
Reactions
War-torn Rebuilding (2/Day). Trigger: The sphinx or another creature within 30 feet regains hit points. Response: The sphinx adds another 2D8 hit points.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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1/11/2026 11:15:32 PM
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1
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1
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Coming Soon
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1/11/2026 11:24:17 PM
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2
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1
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1/11/2026 11:33:29 PM
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3
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1
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2/27/2026 9:50:26 PM
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17
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1
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Coming Soon
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2/27/2026 9:50:36 PM
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1
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1
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Coming Soon
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