Sphinxes are enigmatic creatures with great, feathery wings and leonine bodies. All sphinxes are territorial, but the more intelligent ones can differentiate between deliberate intrusion and temporary or inadvertent trespass.
A typical sphinx is about 10 feet long and weighs about 800 pounds.
Sphinxes speak Sphinx, Common, and Draconic.
Most sphinxes fight on the ground, using their wings to help them
pounce much as lions do. If outnumbered by earthbound creatures, a sphinx takes wing and attacks on the
fly.
Pounce (Ex): If a sphinx charges a foe, it can make a full attack, including two
rake attacks.
Rake (Ex): A sphinx that pounces onto a creature can make two
rake attacks with its hind legs. Each sphinx's description provides its
attack bonus and
damage.
|
Large Magical Beast |
Hit Dice:
|
12d10+48 (114 hp) |
Initiative:
|
+0 |
Speed:
|
50 ft. (10 squares), fly 80 ft. (poor) |
Armor Class:
|
22 (-1 size, +13 natural), touch 9, flat-footed 22 |
Base Attack/Grapple:
|
+12/+23 |
Attack:
|
Claw +18 melee (2d4+7) |
Full Attack:
|
2 claws +18 melee (2d4+7) |
Space/Reach:
|
10 ft./5 ft. |
Special Attacks:
|
Pounce, rake 2d4+3, roar, spells |
Special Qualities:
|
Darkvision 60 ft., low-light vision |
Saves:
|
Fort +12, Ref +8, Will +7 |
Abilities:
|
Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17 |
Skills:
|
Intimidate +17, Knowledge (any one) +18, Listen +18, Spot +18, Survival +18 |
Feats:
|
Alertness, Cleave, Great Cleave, Flyby Attack, Power Attack, Track |
Environment:
|
Warm deserts |
Organization:
|
Solitary |
Challenge Rating:
|
9 |
Treasure:
|
Standard |
Alignment:
|
Always chaotic good |
Advancement:
|
13-18 HD (Large); 19-36 HD (Huge) |
Level Adjustment:
|
+5 (cohort) |
These sphinxes are always male. Androsphinxes are clever and generally good-natured, but they can be savage opponents.
In battle, an
androsphinx rips apart enemies with its razor-sharp claws. It relies on its natural weapons in a fight, employing its
spells for defense or
healing.
Roar (Su): Three times per day an
androsphinx can loose a mighty
roar. The first time it does this, all creatures within 500 feet must succeed on a DC 19 Will save or be affected as though by a
fear spell for 2d6 rounds.
If the sphinx roars a second time during the same encounter, all creatures within 250 feet must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save). If it roars a third time during the same encounter, all those within 250 feet must succeed on a DC 19 Fortitude save or take 2d4 points of
Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a DC 19 Fortitude save or be thrown to the ground and take 2d8 points of damage. The force of this
roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a DC 19 Reflex save. Other androsphinxes are immune to these effects. The save DCs are Charisma-based.
Typical Cleric Spells Prepared (5/5/5/4; save DC 13 +
spell level): 0-
cure minor wounds, detect magic, guidance, light, resistance; 1st-
divine favor, protection from evil*, shield of faith, remove fear, summon monster I; 2nd-
bull's strength, remove paralysis, resist energy, shield other*, summon monster II; 3rd-
cure serious wounds*, daylight, invisibility purge, searing light.
|
Large Magical Beast |
Hit Dice:
|
10d10+30 (85 hp) |
Initiative:
|
+0 |
Speed:
|
30 ft. (6 squares), fly 60 ft. (poor) |
Armor Class:
|
20 (-1 size, +11 natural), touch 9, flat-footed 20 |
Base Attack/Grapple:
|
+10/+20 |
Attack:
|
Gore +15 melee (2d6+6) |
Full Attack:
|
Gore +15 melee (2d6+6) and 2 claws +10 melee (1d6+3) |
Space/Reach:
|
10 ft./5 ft. |
Special Attacks:
|
Pounce, rake 1d6+3 |
Special Qualities:
|
Darkvision 60 ft., low-light vision |
Saves:
|
Fort +10, Ref +7, Will +3 |
Abilities:
|
Str 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11 |
Skills:
|
Intimidate +8, Listen +11, Spot +1 |
Feats:
|
Alertness, Cleave, Flyby Attack, Power Attack |
Environment:
|
Warm deserts |
Organization:
|
Solitary |
Challenge Rating:
|
7 |
Treasure:
|
Standard |
Alignment:
|
Always neutral |
Advancement:
|
11-15 HD (Large); 16-30 HD (Huge) |
Level Adjustment:
|
+3 (cohort) |
These sphinxes are always male. Neither good nor evil, they lack the intelligence of the
androsphinx.
Criosphinxes attack with their claws, as do their kin, but they can also butt with their horns. They don't cast
spells and employ only the most simple battle tactics.
|
Large Magical Beast |
Hit Dice:
|
8d10+8 (52 hp) |
Initiative:
|
+5 |
Speed:
|
40 ft. (8 squares), fly 60 ft. (poor) |
Armor Class:
|
21 (-1 size, +1 Dex, +11 natural), touch 10, flat-footed 20 |
Base Attack/Grapple:
|
+8/+16 |
Attack:
|
Claw +11 melee (1d6+4) |
Full Attack:
|
2 claws +11 melee (1d6+4) |
Space/Reach:
|
10 ft./5 ft. |
Special Attacks:
|
Pounce, rake 1d6+2, spell-like abilities |
Special Qualities:
|
Darkvision 60 ft., low-light vision |
Saves:
|
Fort +7, Ref +7, Will +8 |
Abilities:
|
Str 19, Dex 12, Con 13, Int 18, Wis 19, Cha 19 |
Skills:
|
Bluff +15, Concentration +12, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +13, Listen +17, Sense Motive +15, Spot +17 |
Feats:
|
Combat Casting, Improved Initiative, Iron Will |
Environment:
|
Warm deserts |
Organization:
|
Solitary or covey (2-4) |
Challenge Rating:
|
8 |
Treasure:
|
Double standard |
Alignment:
|
Always neutral |
Advancement:
|
9-12 HD (Large); 13-24 HD (Huge) |
Level Adjustment:
|
+4 (cohort) |
These sphinxes are the female counterparts of androsphinxes.
In close
combat, gynosphinxes use their powerful claws to flay the flesh from their enemies. Despite their deadly nature, they prefer to avoid
combat whenever possible.
|
Large Magical Beast |
Hit Dice:
|
9d10+18 (67 hp) |
Initiative:
|
+2 |
Speed:
|
30 ft. (6 squares), fly 90 ft. (poor) |
Armor Class:
|
19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17 |
Base Attack/Grapple:
|
+9/+18 |
Attack:
|
Bite +13 melee (1d10+5) |
Full Attack:
|
Bite +13 melee (1d10+5) and 2 claws +8 melee (1d6+2) |
Space/Reach:
|
10 ft./5 ft. |
Special Attacks:
|
Pounce, rake 1d6+2 |
Special Qualities:
|
Darkvision 60 ft., lowlight vision |
Saves:
|
Fort +8, Ref +8, Will +5 |
Abilities:
|
Str 21, Dex 14, Con 15, Int 6, Wis 15, Cha 10 |
Skills:
|
Listen +10, Spot +14 |
Feats:
|
Alertness, Cleave, Flyby Attack, Power Attack |
Environment:
|
Warm deserts |
Organization:
|
Solitary, pair, or flock (4-7) |
Challenge Rating:
|
5 |
Treasure:
|
None |
Alignment:
|
Always chaotic evil |
Advancement:
|
10-14 HD (Large); 15-27 HD (Huge) |
Level Adjustment:
|
+3 (cohort) |
Hieracosphinxes can make short work of even the most dangerous opponents with their claws. They are not particularly intelligent, but are cunning enough to dive at their enemies from above with their flying ability.
Skills: Hieracosphinxes have a +4 racial bonus on
Spot checks.