Sphinx:Hieracosphinx | Size & Type (subtype): | Large Magical Beast | Hit 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) |
| Description: |
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.
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