AndrosphinxCR 9

Always CG Large Magical Beast

Init +0; Senses darkvision 60 ft., low-light vision; Listen +18, Spot +18

Languages

AC 22, touch 9, flat-footed 22
(−1 size, +13 natural)

hp 114 (12 HD)

Fort +12, Ref +8, Will +7

Speed 50 ft., fly 80 ft. (poor)

Melee 2 claws +18 (2d4+7)

Space 10 ft.; Reach 5 ft.

Base Atk +12; Grp +23

Atk Options Cleave, Great Cleave, Flyby Attack, Power Attack, pounce, rake 2d4+3

Special Actions roar

Typical cleric Spells Prepared (CL 6):

0—cure minor wounds, detect magic, guidance, light, resistance

1—divine favor, protection from evil*, shield of faith, remove fear, summon monster I

2—bull's strength, remove paralysis, resist energy, shield other*, summon monster II

3—cure serious wounds*, daylight, invisibility purge, searing light

Abilities Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17

Feats Alertness, Cleave, Great Cleave, Flyby Attack, Power Attack, Track

Skills Intimidate +17, Knowledge (any one) +18, Listen +18, Spot +18, Survival +18

Advancement 13-18 HD (Large); 19-36 HD (Huge)

Level adjustment +5 (cohort)

Rake (Ex) Attack bonus +18 melee, damage 2d4+3.

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.