[top]HIERACOSPHINX

Hieracosphinx
Large (Magical Beast)
CR 5
HP 67, hd9d10+18
AC 19 (?1 size, +2 Dex, +8 natural), touch 11, flat-fooded 17
Fort +8, Ref +8, Will +5
Speed 30 ft. (6 squares), fly 90 ft. (poor)
Initiative +2
Spot , Listen
Standard attacks
BAB +9, Grapple +18
Attacks
Full attack: Bite +13 melee (1d10+5) and 2 claws +8 melee (1d6+2)
Special Attacks/Qualities
Pounce, rake 1d6+2
Darkvision 60 ft., low-light vision
Skills Listen +10, Spot +14
Feats Alertness, Cleave, Flyby Attack, Power Attack
Str 21
Con 15
Dex 14
Int 6
Wis 15
Cha 10
Alignment Always chaotic evil,
Environment Warm deserts,
Organisation Solitary, pair, or flock (4?7)

[top]COMBAT

Hieracosphinxes can make short work of even the most dangerous opponents with their claws. They are not particularly intelligent, but are cunning enough to dive at their enemies from above with their flying ability.
Rake (Ex): Attack bonus +13 melee, damage 1d6+2.
Skills: Hieracosphinxes have a +4 racial bonus on Spot checks.
SEE WIKIPEDIA ENTRY: Sphinx

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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