This gray-skinned creature has the body of a winged lion, the head and torso of a woman, and a glaring third eye in the center of its forehead.

Akhanasphinx CR 11

XP 12,800
Halfblood (monadic) gynosphinx
N Large magical beast
Init +7 Senses darkvision 60 ft., detect magic, low-light vision, see invisibility; Perception +25

AC 28, touch 16, flat-footed 25 (+4 deflection, +3 Dex, +12 natural, -1 size)
hp 126 (12d10+60)
Fort +13; Ref +11; Will +12; additional +4 vs. poison
DR 10/magic; Immune cold, critical hits, poison; Resist electricity 10, fire 10; SR 22

Speed 40 ft., fly 60 ft. (poor)
Melee 2 claws +18 (2d6+7/19-20)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +18, 2d6+7)
Spell-Like Abilities (CL 12th; concentration +17)

Constantcomprehend languages, detect magic, read magic, see invisibility
1/dayaugury, chaos hammer (DC 19), dispel magic, dream, holy smite (DC 19), legend lore, locate object, order’s wrath (DC 19), remove curse, seek thoughts (DC 18), silent image (DC 16), unholy blight (DC 19)
1/weeksymbol of fear (DC 21), symbol of pain (DC 20), symbol of persuasion (DC 21), symbol of sleep (DC 20), symbol of stunning (DC 22); all symbols last for 1 week maximum

Str 24, Dex 17, Con 20, Int 20, Wis 23, Cha 21
Base Atk +12; CMB +20; CMD37 (41 vs. trip)
Feats Alertness, Combat Casting, Hover, Improved Critical (claw), Improved Initiative, Iron Will
Skills Bluff +17, Diplomacy +17, Fly +12, Intimidate +17, Knowledge (any two) +7, Perception +25, Sense Motive +22, Spellcraft +13
Languages Common, Draconic, Sphinx
SQ void form

Environment warm deserts and hills
Organization solitary, pair, or cult (3-6)
Treasure double

Void Form (Su) An akhanasphinx’s body is semi-tangible. The akhanasphinx gains a deflection bonus to AC equal to 1/4 of its Hit Dice, and can fly without using its wings at a fly speed equal to its land speed (with poor maneuverability).

“Halfblood” is an acquired or inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or more (referred to hereafter as the base creature). An halfblood uses the base creature’s stats and abilities except as noted here.

CR HD 5 or less, as base creature + 1; HD 6–10, as base creature + 2; HD 11 or more, as base creature + 3.

AC Natural armor improves by +1.

DR Gains DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).

SR Gain SR equal to new CR +11.

Bloodline: Every halfblood has one sorcerer bloodline in addition to any bloodlines it gains as a result of class features or feats. The halfblood gains all 3rd- and higher-level bloodline powers of that bloodline except for spell-like abilities granted by bloodline powers (which the halfblood does not gain). When using bloodline powers gained in this manner, the halfblood counts as a sorcerer with a number of class levels equal to the halfblood’s HD.

Spell-Like Abilities: The halfblood gains each bloodline spell granted to a sorcerer with the halfblood’s bloodline and a class level equal to the halfblood’s HD as a spell-like ability usable once per day. The caster level of these spell-like abilities equals the haflblood’s HD or the caster level of the halfblood’s existing spell-like abilities (if any), whichever is higher.

Abilities A halfblood gains +4 inherent bonus on three ability scores of the GM’s choice and a +2 inherent bonus on the other three.

An akhanasphinx is a halfblood created when an outsider known as an akhana aeon siphons the soul of a particularly willful sphinx. Over time, the akhana is overwhelmed by the willful soul, transforming into a near duplicate of the sphinx from which the soul was siphoned. The resulting akhanasphinx exhibits most of a sphinx’s normal abilities, none of an akhana’s, and numerous abilities resembling those possessed by sorcerers with the aeon-related monadic bloodline described below.

Sorcerer Bloodline: Monadic

One of your ancestors achieved a mystical state of being known as “monad,” or the “the condition of all,” the same state in which the neutral outsiders known as aeons exist.

Class Skill: Knowledge (planes)

Bonus Spells: silent image (3rd); augury (5th); seek thoughts (7th); chaos hammer/holy smite/order’s wrath/unholy blight (9th), dream (11th), legend lore (13th), blasphemy/dictum/holy word/word of chaos (15th), moment of prescience (17th), astral projection (19th).

Bonus Feats: Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Skill Focus (Knowledge [planes]).

Bloodline Arcana: For the purpose of spells and effects which affect creatures of different alignments in different ways, you count as being True Neutral, regardless of your actual alignment and subtype.

Bloodline Powers: As you advance in level, you gain more bloodline spells than normal, and gain powers resembling those of various aeons.

Energy Touch (Su) Starting at 1st level, you can make a melee touch attack as a standard action that inflicts 1d6 points of energy damage + 1 for every two sorcerer levels you possess. If the target of this attack has vulnerability to one or more types of damage, this energy damage counts as damage of that type; it does not otherwise count as any specific type of energy damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Monadic Resistances (Ex): At 3rd level, you gain resist cold 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to cold increases to 10 and your bonus on saves against poison increases to +4.

Balanced Ethos (Ex) At 9th level, and again at 15th level, you gain four bloodline spells instead of gaining only one. The four bloodline spells gained on each of these levels are listed above. This bloodline power has no effect if you do not normally gain bloodline spells.

Void Form (Su) At 15th level, your body becomes semi-tangible. You gain a deflection bonus to AC equal to 1/4 of your Hit Dice and a fly speed equal to your land speed (with poor maneuverability).

Monadic Apotheosis (Ex) At 20th level, you become infused with the power of the aeons. You gain immunity to cold, poison, and critical hits. You also gain resistance to electricity 10 and fire 10.

Section 15: Copyright Notice – Epic Meepo Presents

Epic Meepo Presents: Monsters. © 2011-2013, Eric Morton.
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