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Size & Type (subtype):Large Magical BeastHit Dice:9d10+18 (67)
Initiative:   +2 (Dex)   Speed:   30 ft., fly 90 ft. (poor)  
Armor Class:   19 (-1 size, +2 Dex, +8 natural)   Attacks:   Bite +13 melee, 2 claws +8 melee  
Damage:   Bite 1d10+5, claw 1d6+2   Face and Reach:   5 ft. by 10 ft./5 ft.  
Special Attacks:   Pounce, rake 1d6+2   Special Qualities:     
Saving Throws  Fortitude: 8  
Reflex: 8  
Will: 5  
Abilities:   Str: 21
Dex: 14
Con: 15
Int: 6
Wis: 15
Cha: 10
Skills:   Listen +13, Spot +14*   Feats:   Alertness, Flyby Attack  
Climate and Terrain:   Warm hill   Climate:   warm  
Terrain:   hill   Organization:   Solitary, pair, or flock (4-7)  
Challenge Rating:   5   Challenge Rating Value:   5  
Treasure:   None   Alignment:   Always chaotic evil  
Advancement:   10-14 HD (Large); 15-27 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 +13 melee, damage 1d6+2.

Skills: *Hieracosphinxes gain a +4 racial bonus to Spot checks in daylight.


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