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Size & Type (subtype):Large Magical BeastHit Dice:12d10+48 (114)
Initiative:   +0   Speed:   50 ft., fly 80 ft. (poor)  
Armor Class:   22 (-1 size, +13 natural)   Attacks:   2 claws +18 melee  
Damage:   Claw 2d4+7   Face and Reach:   5 ft. by 10 ft./5 ft.  
Special Attacks:   Pounce, rake 2d4+3, roar, spells   Special Qualities:     
Saving Throws  Fortitude: 12  
Reflex: 8  
Will: 7  
Abilities:   Str: 25
Dex: 10
Con: 19
Int: 16
Wis: 17
Cha: 17
Skills:   Intimidate +13, Knowledge (any one) +5, Listen +15, Spot +15, Wilderness Lore +13   Feats:   Alertness, Cleave, Great Cleave, Flyby Attack, Power Attack, Track  
Climate and Terrain:   Any warm land   Climate:   warm  
Terrain:   desert,forest,hill,marsh,mountains,plains   Organization:   Solitary  
Challenge Rating:   9   Challenge Rating Value:   9  
Treasure:   Standard   Alignment:   Always chaotic good  
Advancement:   13-18 HD (Large); 19-36 HD (Huge)  


Pounce (Ex): If a sphinx leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Rake (Ex): A sphinx that pounces onto a creature can make two rake attacks with its hind legs. Attack bonus +18 melee, damage 2d4+3.

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 at a Will save (DC 19) or be affected as though by a fear spell for 12 rounds. If the sphinx roars a second time during the same encounter, all creatures within 250 feet must succeed at a Fortitude save (DC 19) 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 at a Fortitude save (DC 19) or take 2d4 points of temporary Strength damage for 2d4 rounds. In addition, any Medium-size or smaller creature within 90 feet must succeed at a Fortitude save (DC 19) 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 successful Reflex save (DC 19). Other androsphinxes are immune to these effects.

Spells: An androsphinx casts divine spells as a 6th-level cleric from the cleric spell list and from the Good, Healing, and Protection domains.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002