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System Reference Document 5.2.1
Legendary Actions
Legendary Action Uses: 3. Immediately after another 
creature’s turn, the solar can expend a use to take one of 
the following actions. The solar regains all expended uses 
at the start of each of its turns.
Blinding Gaze. Constitution Saving Throw: DC 25, one 
creature the solar can see within 120 feet. Failure: The 
target has the Blinded condition for 1 minute. Failure or 
Success: The solar can’t take this action again until the 
start of its next turn.
Radiant Teleport. The solar teleports up to 60 feet to an 
unoccupied space it can see. Dexterity Saving Throw: 
DC 25, each creature in a 10-foot Emanation originat-
ing from the solar at its destination space. Failure: 11 
(2d10) Radiant damage. Success: Half damage.
Specter
Specter
Medium Undead, Chaotic Evil
AC 12  Initiative +2 (12)
HP 22 (5d8)
Speed 30 ft., Fly 50 ft. (hover)
MOD SAVE MOD SAVE MOD SAVE
Str 1 −5 −5 Dex 14 +2 +2 Con 11 +0 +0
Int 10 +0 +0 WIS 10 +0 +0 Cha 11 +0 +0
Resistances Acid, Bludgeoning, Cold, Fire, Lightning, 
Piercing, Slashing, Thunder
Immunities Necrotic, Poison; Charmed, Exhaustion, 
Grappled, Paralyzed, Petrified, Poisoned, Prone, 
Restrained, Unconscious
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands Common plus one other language 
but can’t speak
CR 1 (XP 200; PB +2)
Traits
Incorporeal Movement. The specter can move through 
other creatures and objects as if they were Difficult 
Terrain. It takes 5 (1d10) Force damage if it ends its turn 
inside an object.
Sunlight Sensitivity. While in sunlight, the specter has 
Disadvantage on ability checks and attack rolls.
Actions
Life Drain. Melee Attack Roll: +4, reach 5 ft. Hit: 7 
(2d6) Necrotic damage. If the target is a creature, its Hit 
Point maximum decreases by an amount equal to the 
damage taken.
Sphinxes
Sphinx of Wonder
Tiny Celestial, Lawful Good
AC 13   Initiative +3 (13)
HP 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
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 an-
other creature within 30 feet makes an ability check or 
a saving throw. Response: The sphinx adds 2 to the roll.
Sphinx of Lore
Large Celestial, Lawful Neutral
AC 17  Initiative +10 (20)
HP 170 (20d10 + 60)
Speed 40 ft., Fly 60 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 15 +2 +2 Con 16 +3 +3
Int 18 +4 +4 WIS 18 +4 +4 Cha 18 +4 +4
Skills Arcana +12, History +12, Perception +8, 
Religion +12
Resistances Necrotic, Radiant
Immunities Psychic; Charmed, Frightened
Senses Truesight 120 ft.; Passive Perception 18
Languages Celestial, Common
CR 11 (XP 7 ,200, or 8,400 in lair; PB +4)
Traits
Inscrutable. No magic can observe the sphinx remotely 
or detect its thoughts without its permission. Wisdom 
(Insight) checks made to ascertain its intentions or sin-
cerity are made with Disadvantage.
Legendary Resistance (3/Day, or 4/Day in Lair). If 
the sphinx fails a saving throw, it can choose to suc-
ceed instead.