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Sphinx

Creature 8 — beast

CrasherShadeLANDAERIALbeastmythical

Sphinxes are mystical beings with the body of a lion, the wings of a great bird, and the upper torso and head of a human. They are often maligned in legends as nothing more than monsters, and though they are quick to anger and are capable of exacting deadly retribution for perceived slights, they are also very intelligent. Sphinxes are often associated with desert regions, but they can dwell in more moderate climates as well. They form small groups consisting of a single, extended family that h

Source: pathfinder-monster-core

Perception +18; darkvision
Languages common, draconic, sphinx; Truespeech
Skills arcana +17, athletics +18, Bardic Lore +19, deception +16, diplomacy +16, intimidation +18, occultism +17
Str
+6
Dex
+1
Con
+3
Int
+5
Wis
+4
Cha
+4
AC 27 Fort +16 Ref +14 Will +19
HP 135
Speed 35 feet, fly 40 feet

Offense

Melee Claw (agile, unarmed) +20, Damage 2d6+9 slashing

Abilities

Bardic Lore — Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Sphinxes have Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Claw Rake — The sphinx rears back on their hind legs and makes two claw Strikes at the same target, using the same attack bonus as their highest melee attack. If both attacks deal damage, the target takes extra damage equal to one claw Strike.
Pounce — The sphinx Strides and makes a Strike at the end of that movement. If the sphinx began this action Hidden, they remain hidden until after the attack.
Riddler's Rune — Once per week, a Sphinx can create a magical symbol as the Rune Trap ritual. The sphinx usually shapes it to take the form of a written riddle and sets the password to the answer.

A creature that gives the wrong answer or tries to pass without answering must succeed at a DC 26 Will save or be affected by one of the following spells, chosen by the sphinx when creating the symbol: Synaptic Pulse (5th), Charm (4th), Fear (4th), Phantom Pain (4th), Sleep (4th). The sphinx learns the identity of any creature that answers the riddle and tends to be friendly to them if they answered correctly.
Occult Innate Spells DC 27, attack +19
5th Truespeech (Constant)
4th Clairvoyance (At Will), Read Omens
3rd Clairaudience (At Will), Locate
2nd Cleanse Affliction, Dispel Magic, See the Unseen (Constant)
Cantrips (5th) Detect Magic

WORKS WELL WITH

AnvilLAND / AERIALA frontline tank holds ground attention while the sphinx stays hidden until it Pounces on an isolated target.
WeaverLAND / AERIALA caster that scatters the party creates the isolated opening the sphinx's Pounce depends on.

PUNISHES

✖ standing still✖ isolated PCs✖ low Perception
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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