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Size/Type: Large Magical Beast
Hit Dice: 9d10+18 (67 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 90 ft. (poor)
Armor Class: 19 (–1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +9/+18
Attack: Bite +13 melee (1d10+5)
Full Attack: Bite +13 melee (1d10+5) and 2 claws +8 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake 1d6+2
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +8, Ref +8, Will +5
Abilities: Str 21, Dex 14, Con 15, Int 6, Wis 15, Cha 10
Skills: Listen +10, Spot +14
Feats: Alertness, Cleave, Flyby Attack, Power Attack
Environment: Warm deserts
Organization: Solitary, pair, or flock (4–7)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 10–14 HD (Large); 15–27 HD (Huge)
Level Adjustment: +3 (cohort)


Hieracosphinxes can make short work of even the most dangerous opponents with their claws. They are not particularly intelligent, but are cunning enough to dive at their enemies from above with their flying ability.

Rake (Ex): Attack bonus +13 melee, damage 1d6+2.

Skills: Hieracosphinxes have a +4 racial bonus on Spot checks.

See Wikipedia Entry: Sphinx

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Facts about "Hieracosphinx"
AlignmentAlways chaotic evil +
Challenge Rating5 +
EnvironmentWarm deserts +
Level Adjustment+3 (cohort) +
SizeLarge +
TitleHieracosphinx +
TypeMagical Beast +