SRD:Criosphinx
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This material is published under the OGL 1.0a. |
CRIOSPHINX
Size/Type: | Large Magical Beast |
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Hit Dice: | 10d10+30 (85 hp) |
Initiative: | +0 |
Speed: | 30 ft. (6 squares), fly 60 ft. (poor) |
Armor Class: | 20 (–1 size, +11 natural), touch 9, flat-footed 20 |
Base Attack/Grapple: | +10/+20 |
Attack: | Gore +15 melee (2d6+6) |
Full Attack: | Gore +15 melee (2d6+6) and 2 claws +10 melee (1d6+3) |
Space/Reach: | 10 ft./5 ft. |
Special Attacks: | Pounce, rake 1d6+3 |
Special Qualities: | Darkvision 60 ft., low-light vision |
Saves: | Fort +10, Ref +7, Will +3 |
Abilities: | Str 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11 |
Skills: | Intimidate +8, Listen +11, Spot +1 |
Feats: | Alertness, Cleave, Flyby Attack, Power Attack |
Environment: | Warm deserts |
Organization: | Solitary |
Challenge Rating: | 7 |
Treasure: | Standard |
Alignment: | Always neutral |
Advancement: | 11–15 HD (Large); 16–30 HD (Huge) |
Level Adjustment: | +3 (cohort) |
These sphinxes are always male. Neither good nor evil, they lack the intelligence of the androsphinx.
COMBAT
Criosphinxes attack with their claws, as do their kin, but they can also butt with their horns. They don’t cast spells and employ only the most simple battle tactics.
Rake (Ex): Attack bonus +15 melee, damage 1d6+3.
SEE WIKIPEDIA ENTRY: Sphinx
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