Free interactive D&D 5e SRD stat block

Sphinx of Wonder

Tiny Celestial, CR 1, AC 13, 24 HP. Lawful Good.

Tiny Celestial, Lawful Good

AC
13
Initiative
+3 (13)
HP
24 (7d4+7)
Speed
20 ft., Fly 40 ft.
ScoreModSave
STR 6 -2 -2
DEX 17 +3 +3
CON 13 +1 +1
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.

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.

How to run Sphinx of Wonder

A sphinx of wonder is a Tiny celestial cat with wings, a 17 Dexterity, and an opinion. CR 1, 24 HP, AC 13. Run it as a familiar-tier ally with the manners of a librarian and the patience of one too. It speaks Celestial and Common, knows Arcana and Religion at +4, and has Magic Resistance, which is a lot of utility for a creature that fits on the wizard's shoulder. Most often, it is a wizard's familiar earned through a divinatory rite, a temple's resident messenger, or the gift of a deity to a paladin who keeps asking the right questions.

The sphinx's signature is Burst of Ingenuity. As a reaction, twice per day, it adds 2 to any ability check or saving throw the sphinx or another creature within 30 feet just made. The 30-foot radius is generous and the table has to remember it exists, since the temptation is to forget the sphinx is in the room. Train the players to call out their rolls before adjudicating success, so the sphinx can decide whether to spend a charge. The cleanest moments are turning a 16 into an 18 against a DC 18 save, or pulling a 13 up to a 15 on the lockpick that opens the chase scene.

In combat, the sphinx mostly stays at altitude on its 40 ft. fly speed and watches. If it commits, Rend at +5 averages 12 damage (5 slashing plus 7 radiant) and the radiant rider is the actual point against undead and fiends. Spend its Burst of Ingenuity charges on the saves it cannot pass alone (Strength, Constitution) or on the wizard's concentration check at half HP. Magic Resistance keeps the sphinx alive in spell-heavy fights, which means it survives long enough to grant the cleric one more save in round four.

The sphinx leaves the party between adventures unless explicitly bound. It returns when summoned, with a riddle and a small piece of news from somewhere holy. Treat its visits as scenes, not as a permanent NPC slot.

Ask the sphinx a question every long rest. Answer the question with one true sentence and one tantalizing image. Players will plan whole sessions around the second.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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