Tiny Celestial, Neutral Good
AC 13    Initiative +3 (13)
HP 20 (6d4 + 6)
Speed 20 ft., Fly 40 ft.
Mod Save
STR 6 −2 −2
DEX 17 +3 +3
CON 12 +1 +1
Mod Save
INT 15 +2 +2
WIS 12 +1 +1
CHA 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.

Invisibility. The sphinx casts Invisibility on itself, requiring no spell components and using Intelligence as the spellcasting ability.

Shape-Shift. The sphinx shape-shifts to resemble a cat (40 ft., Climb 40 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.

Reactions

Moment of Insight (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.

Habitat: DesertPlanar (Upper Planes)

Gnorizon

Comments

Posts Quoted:
Reply
Clear All Quotes