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Size/Type: Large Magical Beast
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.


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.


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