Tiny celestial, lawful good
- Armor Class
- 13
- Hit Points
- 24 (7d4 + 7)
- Speed
- fly 40 ft., 20 ft.
- Challenge
- 1 (200 XP)
STR
6
-2
DEX
17
+3
CON
13
+1
INT
15
+2
WIS
12
+1
CHA
11
+0
- Skills
- Arcana +4, Stealth +5, Religion +4
- Damage Resistances
- necrotic; psychic; radiant
- Senses
- Darkvision 60 ft., passive Perception 11
- Languages
- Celestial, Common
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).
The sphinx or another creature within 30 feet makes an ability check or a saving throw. The sphinx adds 2 to the roll.