Tiny Celestial (Warforged), Lawful Good
AC 13    Initiative +3 (13)
HP 24 (7d4 + 7)
Speed 20 ft., Fly 40 ft.
Mod Save
STR 6 −2 −2
DEX 17 +3 +3
CON 13 +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 2 (XP 450; PB +2)
Traits

Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.

Divine Insight. 1/Long Rest, you Advantage and your proficiency bonus on one skill or ability check rolled.

Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.

Unique Familiar. If this familiar dies, it cannot be raised or resurrected by any means short of [Tooltip Not Found] and only one instance of the creature is allowed to exist at all times.

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.

Habitat: DesertPlanar (Upper Planes)

Herald_of_the_Vile_6417

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