Library / Bestiary

Sphinx, Androsphinx

CR 9.00 Magical Beast CG Large
This regal, bird-winged lion has a human's head, clad in the golden raiment of a powerful pharaoh.

The mightiest of the common sphinxes, androsphinxes see themselves as all that is worthy and noble in the species and carry themselves as though the weight of the world rests upon their good example. They view criosphinxes with paternalistic condescension, hieracosphinxes with poorly veiled disgust, and gynosphinxes as the only other sphinxes worthy of their time.

Androsphinxes put on a gruff and cantankerous front to outsiders. They make no effort to hide annoyance when displeased. Androsphinxes tend to be territorial, though less so than other sphinxes. They almost invariably warn and bluster before attacking, and nearly always heed a call to parley. Androsphinxes barter information and conversation for safe passage, not treasure.

Androsphinxes are 12 feet tall and weigh 1,000 pounds.

STR
27
DEX
10
CON
18
INT
16
WIS
17
CHA
17
HP
123 (13d10+52)
AC
23, touch 9, flat-footed 23 (+14 natural, -1 size)
Speed
40 ft., fly 60 ft. (poor)
Init
+0
Melee
2 claws +20 (2d6+8/19-20 plus grab)
Space
10 ft.
Reach
5 ft.
BAB
+13
CMB
+22
CMD
32 (36 vs. trip)
Fort
+12
Ref
+8
Will
+7

pounce

rake (2 claws +20, 2d6+8)

Roar — An androsphinx can roar up to three times per day as a standard action. Each progressive roar has a different effect, depending upon whether it is the first, second, or third of the androsphinx's roars for that day. All of these roars are sonic effects that fill a 60-foot-radius burst, centered on the androsphinx; the save DCs are Charisma-based. Sphinxes are immune to all of the effects of an androsphinx's roars.

First Roar: Affected creatures become frightened for 2d6 rounds (DC 19 Will negates). This is a mind-affecting fear effect in addition to being a sonic effect.

Second Roar: Affected creatures are paralyzed with fear and deafened for 1d4 rounds (DC 19 Will negates). This is a mind-affecting fear effect in addition to being a sonic effect.

Third Roar: Affected creatures take a 2d4 penalty to Strength for 2d4 rounds and take 2d8 points of sonic damage. Creatures smaller than the androsphinx are knocked prone. A DC 19 Fortitude save negates the Strength penalty and being knocked prone.

Alertness from Feat

<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>

Cleave from Feat

<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a &ndash;2 penalty to your Armor Class until your next turn.</p>

Great Cleave from Feat

<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a &ndash;2 penalty to your Armor Class until your next turn.</p>

Improved Critical from Feat

<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Fly +5, Intimidate +13, Knowledge (any one) +16, Perception +23, Sense Motive +13, Survival +16

Details
Type
Magical Beast
Alignment
CG
Size
Large
Environment
warm deserts or hills
Organization
solitary
Treasure
standard
Senses
darkvision 60 ft., low-light vision; Perception +23
Languages
Common, Draconic, Sphinx
Source
Bestiary 3
Sources Used in This Record
20 House/Core
  • Uses feat: Alertness (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Great Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Bestow Curse (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Searing Light (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Speak With Dead (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Bull's Strength (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Calm Emotions (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cure Moderate Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Resist Energy (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Comprehend Languages (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Divine Favor (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Remove Fear (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Shield Of Faith (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Guidance (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Purify Food And Drink (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Stabilize (Spell)
    House/Core — covered by the site's Section 15.
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