Medium Celestial, Lawful Good
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
Skills Arcana +4, Religion +4, Stealth +5
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
1/11/2026 11:15:32 PM
1
1
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Coming Soon
1/11/2026 11:24:17 PM
2
1
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1/11/2026 11:33:29 PM
3
1
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Coming Soon
2/27/2026 9:50:26 PM
17
1
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Coming Soon
2/27/2026 9:50:36 PM
1
1
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Coming Soon

Habitat: DesertPlanar (Upper Planes)

Dragonfury_X

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