Sphinx of Wonder_______

Tiny Celestial, Lawful Good

AC 13                                                  Initiative +3 (13)

Hit Points 24 (7d4 + 7)

Speed 20 ft., Fly 40 ft.

                       MOD      SAVE                           MOD      SAVE                      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

Skills Arcana +4, Religion +4, Stealth +5

Resistances Necrotic, Psychic, Radiant

Senses  Darkvision 60 ft., Passive Perception 11

Languages Celestial, Common

Challenge 1 (XP 200; PB +2)

Traits_______________________________

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

Actions______________________________

Rend.  Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 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.

____  _MANKY __ ___

This sphinx of wonder certainly looks the part, though instead of the typical blue and purple hues associated with the species, his fur is a mixture of brilliant white, golds, and pinks.

CREATURE OF KINDNESS. Manky is a sphinx of wonder whose biggest priority in life is making friends. This sometimes gets in the way of his duties when working in the service of another creature, but as far as he’s concerned without friends you have nothing, so it's best to make as many as you can. This lackadaisical attitude once saw him expelled from the service of an androsphinx named Obex, however, he would go on to prove his worth in service to more open minded creatures.

HERO OF MAN. Through some inexplicable set of circumstances, Manky once found himself serving as a companion to a group of adventurers said to have been responsible for saving The Multiverse itself. He has very little recollection of what transpired, though he’s pretty sure mind flayers were involved. When asked about this grand tale he mostly remembers the inns they stopped at during their time abroad and the many roaring hearths he napped in proximity to while travelling with his friends. Despite this inability to recall details beyond belly rubs and warm fires, he is respected by other celestials and scholars that seem to be more aware of his role in these events than Manky himself.

VARIANT: MANKY AS A FAMILIAR

Manky is a good boy who generally enjoys the company of other creatures, regardless of the danger level they may possess. As long as the creature shows no hostility towards Manky, he is likely to try and become friends with them. If the creature is outwardly friendly to Manky, he will often choose to follow them for a time. Manky may have the following trait.

     Familiar. Manky can choose to serve another creature as a familiar, forming a telepathic bond with his willing master. While the two are bonded, the master can sense what Manky senses as long as they are within 1 mile of each other. While Manky is within 10 feet of his master, the master shares Manky’s Magic Resistance trait. At any time and for any reason, Manky can end his service as a familiar, ending the telepathic bond.

Manky               _________

Tiny Celestial, Lawful Good

AC 13                                                      Initiative +3 (13)

Hit Points 24 (7d4 + 7)

Speed 20 ft., Fly 40 ft.

                       MOD      SAVE                           MOD      SAVE                      MOD      SAVE

STR 6

-2

-2

DEX 17

+3

+3

CON 13

+1

+1

INT 9

-1

-1

WIS 10

+0

+0

CHA 20

+5

+7

Skills Nature +1, Persuasion +7, Stealth +5

Resistances Necrotic, Psychic, Radiant

Senses  Darkvision 60 ft., Passive Perception 10

Languages Celestial, Common

Challenge 1 (XP 200; PB +2)

Traits_______________________________

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

Quiet Mind. Any attempt to read Manky’s thoughts fails.

Actions______________________________

Rend.  Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage.

Calm Emotions. Manky casts the Calm Emotions spell, requiring no spell components and using Charisma as the spellcasting ability (Saving Throw DC 15).

Reactions____________________________

Burst of Empathy (3/Day). Trigger: Another creature within 30 feet fails an ability check or a saving throw. Response: Manky adds 3 to their next d20 roll.