Androsphinx
Large Magical Beast — CR 9
Androsphinx is a D&D 3.5 monster from —. CR 9, HD 12d10+48 (114 hp).
- Hit Dice
- 12d10+48 (114 hp)
- Initiative
- +0
- Speed
- land 50 ft, 50 ft., fly 80 ft. (poor)
- Base Attack / Grapple
- +12/+23
- Attack
- Claw +18 melee
- Full Attack
- 2 claws +18 melee
- STR
- 25
- DEX
- 10
- CON
- 19
- INT
- 16
- WIS
- 17
- CHA
- 17
- Fort / Ref / Will
- +12 / +8 / +7
- Challenge Rating
- 9
- Alignment
- Always chaotic good
- Organization
- Solitary
- Treasure
- Standard
- Level Adjustment
- +5
Special Abilities
PounceRakeRoar
Feats
Description
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.
Most sphinxes fight on the ground, using their wings to help them leap much as lions do. If outnumbered by earthbound creatures, a sphinx takes wing and attacks on the fly.
In battle, an androsphinx rips apart enemies with its razor-sharp claws. It relies on its natural weaponry in a fight, employing its spells for defense or healing.