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Size/Type: Large Magical Beast
Hit Dice: 8d10+8 (52 hp)
Initiative: +5
Speed: 40 ft. (8 squares), fly 60 ft. (poor)
Armor Class: 21 (–1 size, +1 Dex, +11 natural), touch 10, flat-footed 20
Base Attack/Grapple: +8/+16
Attack: Claw +11 melee (1d6+4)
Full Attack: 2 claws +11 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake 1d6+2, spell-like abilities
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +7, Ref +7, Will +8
Abilities: Str 19, Dex 12, Con 13, Int 18, Wis 19, Cha 19
Skills: Bluff +15, Concentration +12, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +13, Listen +17, Sense Motive +15, Spot +17
Feats: Combat Casting, Improved Initiative, Iron Will
Environment: Warm deserts
Organization: Solitary or covey (2–4)
Challenge Rating: 8
Treasure: Double standard
Alignment: Always neutral
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: +4 (cohort)

These sphinxes are the female counterparts of androsphinxes.


In close combat, gynosphinxes use their powerful claws to flay the flesh from their enemies. Despite their deadly nature, they prefer to avoid combat whenever possible.

Rake (Ex): Attack bonus +11 melee, damage 1d6+2.

Spell-Like Abilities: 3/day—clairaudience/clairvoyance, detect magic, read magic, see invisibility; 1/day—comprehend languages, locate object, dispel magic, remove curse (DC 18), legend lore. Caster level 14th. The save DC is Charisma-based.

Once per week a gynosphinx can create a symbol of death, a symbol of fear, a symbol of insanity, a symbol of pain, a symbol of persuasion, a symbol of sleep, and a symbol of stunning as the spells (caster level 18th), except that all save DCs are 22 and each symbol remains a maximum of one week once scribed. The save DCs are Charisma-based.


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