Tiny Celestial, Lawful Good
Armor Class 13 Initiative +3 (13) Hit Points 24 (7d4 + 7) Speed 20 ft., Fly 40 ft.
Saving Throws Str −2, Dex +3, Con +1, Int +2, Wis +1, Cha +0
Skills Arcana +4, Religion +4, Stealth +5
Damage Resistances Necrotic, Psychic, Radiant
Senses Darkvision 60 ft.; Passive Perception 11
Languages Celestial, Common
Challenge Rating 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.