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Sphinx, Androsphinx

Androsphinx CR 9 (Expert)

XP 6,400
CG Large magical beast
Init +0; Senses darkvision 60 ft., low-light vision; Perception +17

DEFENSE

HP 135
EAC 22; KAC 23
Fort +10; Ref +10; Will +12

OFFENSE

Speed 40 ft., fly 60 ft. (Ex, poor)
Melee bite +20 (3d4+15P), or claws +20 (3d4+15S plus grab)
Space 10 ft.; Reach 5 ft.
Offensive Abilities rake, roar
Spell-Like Abilities (CL 9th)

At will–magic fang*, share language
3/daymystic cure II, remove condition, scorching ray*, zone of truth (DC 17)
1/daybestow curse (DC 18), speak with dead

*see Starfarer’s Companion

STATISTICS

Str +6; Dex +0; Con +4; Int +3; Wis +3; Cha +3
Skills Acrobatics +22, Athletics +22, Bluff +22, Diplomacy +17, Intimidate +17, Mysticism +22
Languages Common, Draconic, Sphinx
Other Abilities bardic knowledge (scholar +4)

SPECIAL ABILITIES

Bardic Knowledge (Ex)

A sphinx possesses the scholar repertoire of bardic knowledge. The sphinx gains an insight bonus equal to half its CR (+4) on all skill checks to recall information, and may make all such checks untrained (see Starfarer’s Companion).

Rake (Ex)

If a sphinx successfully grapples a target with its claw attack, it may make another claw attack against the grappled target as a reaction; raking the target with its hind legs.

Roar (Su)

An androsphinx can roar as a standard action, affecting creatures with a sonic effect in a 60-foot radius burst. Creatures in the area of the roar take 2d6+9S damage and must make a DC 18 Fortitude save or be knocked prone. The roar of an androsphinx has additional effects based on the current status of the creatures in the area of effect.

The first roar of an androsphinx causes creatures to become frightened for 2d6 rounds (Will DC 18 negates). This is a sonic mind-affecting fear effect.

If a creature is frightened and hears an androsphinx’s roar, they are paralyzed with fear and deafened for 1d4 rounds (Will DC 18 negates). This is a sonic mind-affecting fear effect.

Sphinxes are immune to the effects of an androsphinx’s roar.

ECOLOGY

Environment deserts or hills
Organization solitary

“Which creature walks on four legs in the morning, two legs in the afternoon, and three legs in the evening?” – The Riddle of the Sphinx

Sphinxes are a race of intelligent, immortal magical beasts. It is said that they once held a vast stellar empire given to them by the gods in an effort to teach mortals the way of truth. The sphinxes had their own methods, however, by teaching mortals to think for themselves with riddles and parables.

All sphinxes have leonine bodies with great feathery wings. They possess the heads of humanoids, with their facial features being an attractive mix of humanoid and feline.

Sphinxes tend to be very solitary creatures and territorial. Many make their lairs within the ruins of ancient civilizations or in isolated caves. They are neither good nor evil, but follow their own path, just as any mortal can do.

Androsphinxes are the male of the sphinx species.

They are physically powerful creatures with inherent magical powers and a terrifying roar. While they tend to be short-tempered and terse, androsphinxes possess good-natured ideals and always attempt to do the right thing.

Section 15: Copyright Notice

Starfarer Adversaries: Legacy Bestiary © 2020, Rogue Genius Games LLC; Author: Jacob E. Blackmon; Additional work by: Owen K.C. Stephens. Produced by Owen K.C. Stephens.