Encounters: Goblin Marches - Open Plains (Night)
Hieracosphinx (CR 5)
Large Magical Beast
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +10, and Spot +14
AC: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Hit Dice: 9d10+18 (67 hp)
Fort +8, Ref +8, Will +5
Speed: 30 ft., fly 90 ft. (poor)
Space: 10 ft./5 ft.
Base Attack +9; Grapple +18
Attack: Bite +13 melee
Full Attack: Bite +13 melee and 2 claws +8 melee
Damage: Bite 1d10+5, claw 1d6+2
Special Attacks: Pounce, rake 1d6+2
Abilities: Str 21, Dex 14, Con 15, Int 6, Wis 15, Cha 10
Feats: Alertness; Cleave; Flyby Attack; Power Attack
Skills: Listen +10 and Spot +14
Advancement: 10-14 HD (Large); 15-27 HD (Huge)
Climate/Terrain: Warm deserts
Organization: Solitary, pair or flock (4-7)
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 +13 melee, damage 1d6+2.
Skills: Hieracosphinxes gain a +4 racial bonus to Spot checks in daylight.
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.
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 limited flying ability.