Androsphinx (CR 9)

Large Magical Beast
Alignment: Always chaotic good
Initiative: +0; Senses: darkvision 60 ft., low-light vision, Listen +18, and Spot +18


AC: 22 (-1 size, +13 natural), touch 9, flat-footed 22
Hit Dice: 12d10+48 (114 hp)
Fort +12, Ref +8, Will +7
Speed: 50 ft., fly 80 ft. (poor)
Space: 10 ft./5 ft.
Base Attack +12; Grapple +23
Attack: Claw +18 melee
Full Attack: 2 claws +18 melee
Damage: Claw 2d4+7
Special Attacks/Actions: Pounce, rake 2d4+3, roar, spells
Abilities: Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17
Special Qualities:
Feats: Alertness; Cleave; Great Cleave; Flyby Attack; Power Attack; Track
Skills: Intimidate +17, Knowledge (any one) +18, Listen +18, Spot +18, and Survival +18
Advancement: 13-18 HD (Large); 19-36 HD (Huge)
Climate/Terrain: Warm deserts
Organization: Solitary
Treasure/Possessions: Standard

Source: Monster Manual

Pounce (Ex): If a sphinx leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Rake (Ex): A sphinx that pounces onto a creature can make two rake attacks with its hind legs. Attack bonus +18 melee, damage 2d4+3.

Roar (Su): Three times per day an androsphinx can loose a mighty roar. The first time it does this, all creatures within 500 feet must succeed at a Will save (DC 19) or be affected as though by a fear spell for 12 rounds.

If the sphinx roars a second time during the same encounter, all creatures within 250 feet must succeed at a Fortitude save (DC 19) or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save).

If it roars a third time during the same encounter, all those within 250 feet must succeed at a Fortitude save (DC 19) or take 2d4 points of temporary Strength damage for 2d4 rounds. In addition, any Medium-size or smaller creature within 90 feet must succeed at a Fortitude save (DC 19) or be thrown to the ground and take 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a successful Reflex save (DC 19).

Other androsphinxes are immune to these effects.

Spells: An androsphinx casts divine spells as a 6th-level cleric from the cleric spell list and from the Good, Healing, and Protection domains.

Most sphinxes fight on the ground, using their wings to help them leap much as lions do. If outnumbered by earthbound creatures, a sphinx takes wing and attacks on the fly.

In battle, an androsphinx rips apart enemies with its razor-sharp claws. It relies on its natural weaponry in a fight, employing its spells for defense or healing.