Sphinx, Hieracosphinx
The least intelligent of the common sphinxes, hieracosphinxes are a cowardly, cruel-hearted lot. All are male. They despise the larger and cleverer androsphinxes and criosphinxes. Toward gynosphinxes they hold a twisted mix of a lust and hate, simultaneously envying their beauty and power while craving them as mates. Hieracosphinxes attack other sphinxes whenever they have them at a disadvantage. Male sphinxes of other species they tear to shreds or drive away, whereas they prefer to leave gynosphinxes ravaged but alive. The other species of sphinx likewise hold nothing but disdain for hieracosphinxes, and typically attack these vile beasts on sight.
Hieracosphinxes guard their territory ruthlessly against weaker intruders, seldom giving warning before they attack. They have no use for banter and riddles, making most efforts at diplomacy rather ineffective, but can be convinced to call off their attacks by convincing shows of force coupled with information on the location of weaker prey or a gynosphinx. Though poor fliers, they still prefer to fight from the air, the better to escape if the combat turns against them.
As they lack the ego and resourcefulness of the rest of their breed, hieracosphinxes can be pressed into service of mounts, particularly by those of similarly evil dispositions. Hieracosphinxes chafe under such service but submit to more powerful riders, though they still inflict their foul tempers on any weaker creatures that happen by. A grown hieracosphinx can easily consume a full horse's worth of meat in a day, making their upkeep rather expensive. Even with these drawbacks, hieracosphinx eggs command values of up to 1,500 gp on the open market, as do young hieracosphinxes. It takes 3 years for a hieracosphinx to reach maturity, after which an untrained hieracosphinx only rarely accepts a rider without magical compulsion. Trainers, though hard to come by, charge thousands of gold pieces to rear and train a hieracosphinx, owing to the risk to life and limb.
A light load for a hieracosphinx is up to 350 pounds; a medium load, 351–700 pounds; and a heavy load, 701–1,050 pounds. A typical hieracosphinx is just short of 9 feet long and weighs 600 pounds. Hieracosphinxes detest bearing a rider into battle, thus increasing the DCs of any combat-related Ride checks by +5.
- HP
- 60 (8d10+16)
- AC
- 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
- Speed
- 30 ft., fly 60 ft. (poor)
- Init
- +2
- Melee
- bite +11 (1d10+4), 2 claws +11 (1d6+4)
- Space
- 10 ft.
- Reach
- 5 ft.
- BAB
- +8
- CMB
- +13
- CMD
- 25 (29 vs. trip)
- Fort
- +8
- Ref
- +8
- Will
- +4
- Racial Modifiers
- +4 Perception
Shriek — The shrill shriek of a hieracosphinx deafens non-sphinxes within a 60-foot-radius spread for 2d4 rounds (DC 16 Fortitude negates). Once a creature successfully saves against this effect, it is immune to the hieracosphinx's shriek for 24 hours. Using this ability is a standard action. The save DC is Constitution-based.
Cleave, Flyby Attack, Power Attack, Skill Focus (Perception)
<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 –2 penalty to your Armor Class until your next turn.</p>
<p class="stat-block-1"> You can choose to take a –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 (–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 –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>
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
Fly +3, Perception +16
- Type
- Magical Beast
- Alignment
- CE
- Size
- Large
- Environment
- warm hills
- Organization
- solitary, pair, or flock (3-8)
- Treasure
- incidental
- Senses
- darkvision 60 ft., low-light vision; Perception +16
- Languages
- Sphinx
- Source
- Bestiary 3
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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