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Sphinx, Androsphinx

A sphinx with the head of a man, intelligent and generally friendly but fierce when provoked

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class22
Hit Dice9* (+8) to 12* (+10)
Number Appearing1
Attacks2 claws + rake + roar
Damage2d6 claw, 2d6 rake
Movement90', Fly 150'
Save AsFighter: 9 to 12 (as hit dice)
Morale7
XP9 HD: 1,150; 10 HD: 1,390; 11 HD: 1,670; 12 HD: 1,975
Treasure TypeE
The Androsphinx is a sphinx with the head of a man. They are intelligent and generally friendly, but can become fierce adversaries when provoked. Androsphinxes are known to be resentful of gynosphinxes, due, it’s said, to their greater intelligence and generally avoid their company. They have the spellcasting abilities of a 6th-level Cleric.

Special Abilities

Rake Attack: On any successful attack with both of its claw attacks, an androsphinx may attempt an additional rake attack with its hind claws, as indicated in the statistics above. The rake may not be attempted if either claw attack fails to hit.
Spellcasting: Has the spellcasting abilities of a 6th-level Cleric.
Roar: The androsphinx’s most notable ability is its powerful roar, which it can unleash up to three times each day. The roar can be heard for miles. The first time the creature roars, all living creatures within 180 feet must save vs. Wands or flee in a panic for 3 full turns. The second roar causes all living creatures within 120 feet to save vs. Paralysis or be frozen in fright for 1d4 rounds. Further, living creatures within 30 feet of the androsphinx when it roars a second time will be deafened for 2d6 melee rounds, with no saving throw normally allowed. The third roar is the most fearsome, for those within 100 feet must save vs. Spells or suffer the loss of 2d4 points of Strength for the same number of rounds (roll separately for each victim). Those within 30 feet of the third roar are also deafened, and must save vs. Dragon Breath or suffer 2d8 points of damage (in addition to the noted Strength loss).