Large (Magical Beast)
CR 8
HP 52, hd8d10+8
AC 21 (?1 size, +1 Dex, +11 natural), touch 10, flat-fooded 20
Fort +7, Ref +7, Will +8
Speed 40 ft. (8 squares), fly 60 ft. (poor)
Initiative +5
Spot , Listen
Standard attacks
BAB +8, Grapple +16
Full attack: 2 claws +11 melee (1d6+4)
Special Attacks/Qualities
Pounce, rake 1d6+2, spell-like abilities
Darkvision 60 ft., low-light vision
Skills Bluff +15, Concentration +12, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +13, Listen +17, Sense Motive +15, Spot +17
Feats Combat Casting, Improved Initiative, Iron Will
Str 19
Con 13
Dex 12
Int 18
Wis 19
Cha 19
Alignment Always neutral,
Environment Warm deserts,
Organisation Solitary or covey (2?4)

These sphinxes are the female counterparts of androsphinxes.


In close combat, gynosphinxes use their powerful claws to flay the flesh from their enemies. Despite their deadly nature, they prefer to avoid combat whenever possible.
Rake (Ex): Attack bonus +11 melee, damage 1d6+2.
Spell-Like Abilities: 3/day?clairaudience/clairvoyance, detect magic, read magic, see invisibility; 1/day?comprehend languages, locate object, dispel magic, remove curse (DC 18), legend lore. Caster level 14th. The save DC is Charisma-based.
Once per week a gynosphinx can create a symbol of death, a symbol of fear, a symbol of insanity, a symbol of pain, a symbol of persuasion, a symbol of sleep, and a symbol of stunning as the spells (caster level 18th), except that all save DCs are 22 and each symbol remains a maximum of one week once scribed. The save DCs are Charisma-based.

System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.

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