|This material is published under the OGL|
ANDROSPHINX[edit | edit source]
|Size/Type:||Large Magical Beast|
|Hit Dice:||12d10+48 (114 hp)|
|Speed:||50 ft. (10 squares), fly 80 ft. (poor)|
|Armor Class:||22 (–1 size, +13 natural), touch 9, flat-footed 22|
|Attack:||Claw +18 melee (2d4+7)|
|Full Attack:||2 claws +18 melee (2d4+7)|
|Space/Reach:||10 ft./5 ft.|
|Special Attacks:||Pounce, rake 2d4+3, roar, spells|
|Special Qualities:||Darkvision 60 ft., low-light vision|
|Saves:||Fort +12, Ref +8, Will +7|
|Abilities:||Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17|
|Skills:||Intimidate +17, Knowledge (any one) +18, Listen +18, Spot +18, Survival +18|
|Feats:||Alertness, Cleave, Great Cleave, Flyby Attack, Power Attack, Track|
|Alignment:||Always chaotic good|
|Advancement:||13–18 HD (Large); 19–36 HD (Huge)|
|Level Adjustment:||+5 (cohort)|
These sphinxes are always male. Androsphinxes are clever and generally good-natured, but they can be savage opponents.
COMBAT[edit | edit source]
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 on a DC 19 Will save or be affected as though by a fear spell for 2d6 rounds.
If the sphinx roars a second time during the same encounter, all creatures within 250 feet must succeed on a DC 19 Fortitude save 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 on a DC 19 Fortitude save or take 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a DC 19 Fortitude save 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 DC 19 Reflex save. Other androsphinxes are immune to these effects. The save DCs are Charisma-based.
Typical Cleric Spells Prepared (5/5/5/4; save DC 13 + spell level): 0—cure minor wounds, detect magic, guidance, light, resistance; 1st—divine favor, protection from evil*, shield of faith, remove fear, summon monster i; 2nd—bull’s strength, remove paralysis, resist energy, shield other*, summon monster iI; 3rd—cure serious wounds*, daylight, invisibility purge, searing light.