Tiny Celestial, Lawful Good
- AC
- 13
- Initiative
- +3 (13)
- HP
- 24 (7d4+7)
- Speed
- 20 ft., Fly 40 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 6 | -2 | -2 |
| DEX | 17 | +3 | +3 |
| CON | 13 | +1 | +1 |
| INT | 15 | +2 | +2 |
| WIS | 12 | +1 | +1 |
| CHA | 11 | +0 | +0 |
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.
A hostile sphinx of wonder is uncommon and usually means the party has done something cosmically rude: stolen a relic from a temple, broken an oath sworn on a celestial witness, or insulted a patron deity badly enough that the deity sent a small angelic auditor. The sphinx is not here to kill the party. It is here to test them, to retrieve the offended item, or to deliver a punishment that will hurt the most where it is appropriate.
Open with a riddle, not initiative. The sphinx hovers just out of reach, asks one question, and accepts a true answer as the cost of leaving. If the party attacks first or lies, then combat begins, and the sphinx fights from altitude. Rend at +5 with 7 radiant per hit averages 12 damage, which is unimpressive on its own but stings if the party has any necrotic vulnerability. Burst of Ingenuity is now the sphinx's defensive lever: spend it on the sphinx's own Dex saves to dodge area damage, or sabotage the rogue's stealth check by adding 2 to the goblin guard's Perception (the rules allow either-direction help if you read the trigger generously, so check the table's preference first).
The fight should not last long. Once the sphinx is Bloodied, it withdraws to 40 ft. of altitude, repeats its question, and gives the party one more chance to answer correctly. If they do, the sphinx leaves with the relic and a stern blessing. If they don't, the sphinx lays a small geas-flavored curse (DM-discretion narrative penalty, not a stat block ability) and returns to whoever sent it.
End the scene with the sphinx asking a question the party cannot answer. Let the silence sit. The wizard will be writing notes about it for three sessions.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.