Tiny celestial, Lawful Good
| Armor Class | 13 |
|---|---|
| Hit Points | 24 (7d4 + 7) |
| Speed | 20 ft., fly 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 17 (+3) | 13 (+1) | 15 (+2) | 12 (+1) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Arcana +4, Religion +4, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | necrotic; psychic; radiant |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | Darkvision 60 ft., passive Perception 11 |
| Languages | Celestial, Common |
| Challenge | 1 |
The sphinx has Advantage on saving throws against spells and other magical effects.
Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage.
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.