Sphinx (Androsphinx) CR 9
6,400 XP
CG Large magical beast
Init +0; Senses darkvision 60 ft., low-light vision; Perception +22
Defense
AC 22, touch 9, flat-footed 22 (+13 natural, –1 size)
hp 114 (12d10+48)
Fort +12, Ref +8, Will +7
Offense
Speed 50 ft., fly 80 ft. (poor)
Melee 2 claws +18 (2d6+7/19–20)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +18, 2d6+7/19-20), roar, spells
Spells Prepared (CL 6th; save DC 13 + spell level)
3rd- cure serious wounds, invisibility purge, searing light
2nd- bull’s strength, remove paralysis, resist energy, shield other
1st- divine favor, protection from evil, shield of faith, remove fear
0th- detect magic, guidance, resistance, stabilize
Statistics
Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 16
Base Atk +12; CMB +20; CMD 30 (34 vs. trip)
Feats Alertness, Flyby Attack, Hover, Improved Critical (claw), Iron Will, Power Attack
Skills Fly +9, Intimidate +18, Knowledge (any one) +18, Perception +22, Sense Motive +5, Survival +18
Languages Common, Draconic, Sphinx
Ecology Warm Deserts
Environment warm deserts and hills
Organization solitary
Treasure standard
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 Constitution-based.
Spells
An androsphinx casts divine spells as a 6th-level cleric from the cleric spell list and from the Good, Healing, and Protection domains.