Sphinx, Androsphinx


    This regal, bird-winged lion has a human’s head, clad in the golden raiment of a powerful pharaoh.

    Androsphinx CR 9

    XP 6,400
    CG Large magical beast
    Init +0; Senses darkvision 60 ft., low-light vision; Perception +23


    AC 23, touch 9, flat-footed 23 (+14 natural, -1 size)
    hp 123 (13d10+52)
    Fort +12, Ref +8, Will +7


    Speed 40 ft., fly 60 ft. (poor)
    Melee 2 claws +20 (2d6+8/19-20 plus grab)
    Space 10 ft.; Reach 5 ft.
    Special Attacks pounce, rake (2 claws +20, 2d6+8), roar

    Spells Prepared (CL 6th; concentration +9)

    3rdbestow curse (DC 16), searing light, speak with dead
    2ndbull’s strength, calm emotions (DC 15), cure moderate wounds, resist energy
    1stcomprehend languages, divine favor, remove fear, shield of faith
    0—detect magic, guidance, purify food and drink, stabilize


    Str 27, Dex 10, Con 18, Int 16, Wis 17, Cha 17
    Base Atk +13; CMB +22; CMD 32 (36 vs. trip)
    Feats Alertness, Cleave, Flyby Attack, Great Cleave, Hover, Improved Critical (claw), Power Attack
    Skills Fly +5, Intimidate +13, Knowledge (any one) +16, Perception +23, Sense Motive +13, Survival +16
    Languages Common, Draconic, Sphinx


    Roar (Su)

    An androsphinx can roar up to three times per day as a standard action. Each progressive roar has a different effect, depending upon whether it is the first, second, or third of the androsphinx’s roars for that day. All of these roars are sonic effects that fill a 60-foot-radius burst, centered on the androsphinx; the save DCs are Charisma-based. Sphinxes are immune to all of the effects of an androsphinx’s roars.

    • First Roar: Affected creatures become frightened for 2d6 rounds (DC 19 Will negates). This is a mind-affecting fear effect in addition to being a sonic effect.
    • Second Roar: Affected creatures are paralyzed with fear and deafened for 1d4 rounds (DC 19 Will negates). This is a mind-affecting fear effect in addition to being a sonic effect.
    • Third Roar: Affected creatures take a 2d4 penalty to Strength for 2d4 rounds and take 2d8 points of sonic damage. Creatures smaller than the androsphinx are knocked prone. A DC 19 Fortitude save negates the Strength penalty and being knocked prone.


    An androsphinx casts divine spells as a 6th-level cleric. They do not gain access to domains or other cleric abilities.


    Environment warm deserts or hills
    Organization solitary
    Treasure standard

    The mightiest of the common sphinxes, androsphinxes see themselves as all that is worthy and noble in the species and carry themselves as though the weight of the world rests upon their good example. They view criosphinxes with paternalistic condescension, hieracosphinxes with poorly veiled disgust, and gynosphinxes as the only other sphinxes worthy of their time. Androsphinxes put on a gruff and cantankerous front to outsiders. They make no effort to hide annoyance when displeased. Androsphinxes tend to be territorial, though less so than other sphinxes. They almost invariably warn and bluster before attacking, and nearly always heed a call to parley. Androsphinxes barter information and conversation for safe passage, not treasure.

    Androsphinxes are 12 feet tall and weigh 1,000 pounds.

    Section 15: Copyright Notice

    Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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