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|This material is published under the OGL 1.0a.|
|Size/Type:||Large Magical Beast|
|Hit Dice:||9d10+18 (67 hp)|
|Speed:||30 ft. (6 squares), fly 90 ft. (poor)|
|Armor Class:||19 (–1 size, +2 Dex, +8 natural), touch 11, flat-footed 17|
|Attack:||Bite +13 melee (1d10+5)|
|Full Attack:||Bite +13 melee (1d10+5) and 2 claws +8 melee (1d6+2)|
|Space/Reach:||10 ft./5 ft.|
|Special Attacks:||Pounce, rake 1d6+2|
|Special Qualities:||Darkvision 60 ft., low-light vision|
|Saves:||Fort +8, Ref +8, Will +5|
|Abilities:||Str 21, Dex 14, Con 15, Int 6, Wis 15, Cha 10|
|Skills:||Listen +10, Spot +14|
|Feats:||Alertness, Cleave, Flyby Attack, Power Attack|
|Organization:||Solitary, pair, or flock (4–7)|
|Alignment:||Always chaotic evil|
|Advancement:||10–14 HD (Large); 15–27 HD (Huge)|
|Level Adjustment:||+3 (cohort)|
Hieracosphinxes can make short work of even the most dangerous opponents with their claws. They are not particularly intelligent, but are cunning enough to dive at their enemies from above with their flying ability.
Rake (Ex): Attack bonus +13 melee, damage 1d6+2.
Skills: Hieracosphinxes have a +4 racial bonus on Spot checks.
SEE WIKIPEDIA ENTRY: Sphinx
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