Hieracosphinx
Creature 5 — beast
Pre-Remaster content. May include legacy alignment.
FlankerCrasherLANDAERIALbeast
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; darkvision
Languages sphinx
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 (unarmed) +15, Damage 2d10+4 slashing
Melee Claw (agile, unarmed) +15, Damage 2d8+4 slashing
Abilities
Buck — DC 23 Reflex
Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.
Trigger A creature Mounts or uses the Command an Animal action while riding the monster.
Effect The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land Prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.
Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.
Trigger A creature Mounts or uses the Command an Animal action while riding the monster.
Effect The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land Prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.
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.
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.
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.
WORKS WELL WITH
AnvilLAND / AERIALAnvil holds enemy attention on the ground while the hieracosphinx exploits aerial positioning with Pounce to gain flanking advantage.
WeaverLAND / AERIALWeaver controls zones and forces enemy repositioning, creating openings for the hieracosphinx to dive in with Pounce from above.
PUNISHES
✖ clumping✖ ranged reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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