Sphinx

CREATURE 8

n large beast 

Perception +18; darkvision, detect magic, see invisibility

Languages Common, Draconic, Sphinx; comprehend language

Skills Arcana +17, Athletics +18, Bardic Lore +19, Deception +16, Diplomacy +16, Intimidation +18, Occultism +17

Str +6 Dex +1 Con +3 Int +5 Wis +4 Cha +4

Bardic Lore Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Sphinxes have the Bardic Lore bard feat, allowing them to Recall Knowledge on any topic.

AC  27; Fort +16, Ref +14, Will +19

HP 135

Speed 35 feet, fly 40 feet

Melee [>] claw +20 (agile), Damage 2d6+9 slashing

Occult Innate Spells DC 27; 4th clairaudience (at will), clairvoyance (at will), read omens, remove curse; 3rd dispel magic, locate; Cantrips (4th) detect magic; Constant (5th) tongues; (2nd) see invisibility

Claw Rake [>>>] The sphinx rears back on their hind legs and makes two claw Strikes at the same target, using the same attack bonus as their highest melee attack. If both attacks deal damage, the target takes extra damage equal to one claw Strike.

Pounce [>] The sphinx Strides and makes a Strike at the end of that movement. If the sphinx began this action hidden, they remain hidden until after the attack.

Warding Glyph Once per week, a Sphinx can create a magical symbol as though casting a heightened glyph of warding spell. The sphinx usually shapes the glyph to take the form of a written riddle, and sets the password to the answer. A creature that gives the wrong answer or tries to pass without answering must succeed at a DC 26 Will save or suffer one of the following spell effects, chosen by the sphinx when creating the symbol: synaptic pulse (5th), charm (4th), fear (3rd), phantom pain (3rd), sleep (3rd). The sphinx learns the identity of any creature that answers the riddle and tends to be friendly to them.

Bestiary, page 305. Expanded in LOIL.

Open Sphinx in the interactive creatures list or browse all creatures starting with S.