Saurosphinx (CR 5)
Large Magical Beast
Alignment: Usually neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +12, and Spot +12
AC: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Hit Dice: 8d10+32 (76 hp)
Fort +10, Ref +8, Will +4
Speed: 60 ft., fly 90 ft. (poor)
Space: 10 ft./5 ft.
Base Attack +8; Grapple +16
Attack: Claw +11 melee
Full Attack: 2 claws +11 melee
Damage: Claw 1d6+4
Special Attacks/Actions: Pounce, rake 1d6+2
Abilities: Str 19, Dex 14, Con 19, Int 11, Wis 15, Cha 15
Special Qualities:
Feats: Alertness; Flyby Attack; Power Attack
Skills: Knowledge (any one) +6, Listen +12, and Spot +12
Advancement: 9-15 HD (Large); 16-24 HD (Huge)
Climate/Terrain: Warm deserts
Organization: Solitary, pair, or clutch (5-10)
Treasure/Possessions: Standard
Source:
Sandstorm
Pounce (Ex): If a sphinx charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): A sphinx that pounces onto a creature can make two rake attacks with its hind legs. Attack bonus +11, damage 1d6+4.
Saurosphinxes avoid combat, but when given no other choice they try to limit an opponent's ability to attack at range. They tend to make flyby attacks on opponents with long-range weapons - bows and crossbows, typically - and depart as soon afterward as possible. A saurosphinx forced to fight on the ground tries its best to take to the air and flee as soon as it can.