Loquasphinx
Large Magical Beast — CR 8
Loquasphinx is a D&D 3.5 monster from —. CR 8, HD 11d8+44 (93 hp).
- Hit Dice
- 11d8+44 (93 hp)
- Initiative
- +1
- Speed
- land 40 ft, 40 ft., fly 80 ft. (poor)
- Base Attack / Grapple
- +11/+20
- Attack
- Claw +15 melee
- Full Attack
- 2 claws +15 melee and bite +13 melee
- STR
- 20
- DEX
- 13
- CON
- 18
- INT
- 22
- WIS
- 14
- CHA
- 15
- Fort / Ref / Will
- +11 / +8 / +7
- Challenge Rating
- 8
- Alignment
- Always neutral
- Organization
- Solitary
- Treasure
- Standard
- Level Adjustment
- +6
Special Abilities
RakeTruespeech InterrogationUtterances
Feats
Description
A creature with ranks in Truespeak can attempt to counterspeak to negate the effect of this ability, as described on page 234. In addition, a creature with Truespeak can choose to make an opposed Truespeak check instead of a Will save, attempting to answer the loquasphinx's question instead of simply resisting its potent magic. If the creature's check is higher than that of the loquasphinx, it is completely unaffected by truespeak interrogation.
Loquasphinxes are naturally more in touch with the truenames of the world, and receive a +4 racial bonus on Truespeak checks (included in the statistics above).
A loquasphinx only usually attacks when forced to do so - or if another creature has something it wants, whether food, money, or most especially, information. It tends to begin combat from the air, circling its enemies at a range of 60 feet and using utterances on likely targets to soften up its foes. A loquasphinx keeps its truespeak interrogation ability active at all times, targeting a different creature each time one succumbs to the effect. If its utterances prove to be ineffective, or if a group of foes contains a truespeaker capable of countering their effects, a loquasphinx resorts to melee attacks.