Hieracosphinx
Creature 5 — beast
Pre-Remaster content. May include legacy alignment.
Lacking the intelligence of their kin, falcon-headed hieracosphinxes are cowardly, cruel-hearted creatures. They guard their territory ruthlessly against weaker intruders. Sphinxes are a family of mystical beings that combine leonine, avian, and usually humanoid features. Though the most common sphinxes are famous on their own merits, the family includes other types of sphinxes as well.
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +14
Skills acrobatics +11, athletics +13, intimidation +9, survival +12
Str
+4
Dex
+4
Con
+3
Int
-2
Wis
+3
Cha
+0
AC 22
Fort +12
Ref +15
Will +10
HP 70
Speed 30 feet, fly 60 feet
Offense
Melee Beak +15, Damage 2d10+4 slashing
Melee Claw +15, Damage 2d8+4 slashing
Abilities
Buck — DC 23 Reflex
Buck
Contingent Glyph (occult) — A hieracosphinx has an innate magical defense similar to a Contingency.
When they take a specific type of energy damage (varying by the individual sphinx), they can use their reaction to have the glyph cast Haste on them. The glyph is then dormant for 1 week.
A critical success to Recall Knowledge about a particular hieracosphinx (30 or higher on the check) reveals which damage type triggers the glyph.
Pounce — The hieracosphinx Strides and makes a Strike at the end of that movement. If they began this action Hidden, they remain hidden until after the attack.
Shriek (auditory, incapacitation) — The hieracosphinx emits a shrill, ear-piercing shriek. Each non-sphinx in a 60-foot emanation must attempt a DC 22 Fortitude save. Any creature that attempts a save is temporarily immune for 24 hours.
**Critical Success** The creature is temporarily immune to that hieracosphinx's shriek for 24 hours.
**Success** The creature is Deafened for 1 round.
**Failure** The creature is deafened for 1 minute and Stunned 1.
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