Threskisphinx (CR 8)

Large Magical Beast
Alignment: Always neutral good
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +22, and Spot +22


AC: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Hit Dice: 10d10+40 (95 hp)
Fort +11, Ref +9, Will +10
Speed: 40 ft., fly 100 ft. (poor)
Space: 10 ft./5 ft.
Base Attack +10; Grapple +19
Attack: Claw +14 melee
Full Attack: 2 claws +14 melee
Damage: Claw 1d4+5
Special Attacks/Actions: Pounce, rake 1d4+2, spells
Abilities: Str 20, Dex 15, Con 18, Int 19, Wis 24, Cha 19
Special Qualities:
Feats: Alertness; Craft Wondrous Item; Flyby Attack; Still Spell
Skills: Concentration +17, Knowledge (any one) +17, Knowledge (nature) +17, Listen +22, Spellcraft +17, and Spot +22
Advancement: 11-16 HD (Large); 17-30 HD (Huge)
Climate/Terrain: Warm deserts
Organization: Solitary
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 1d4+2.

Spells: A threskisphinx casts spells as a 6th-level druid.

Typical Druid Spells Prepared (caster level 6th): 0 - create water, cure minor wounds, detect magic, light, purify food and drink; 1st - charm animal (DC 18), cure light wounds, obscuring mist, speak with animals, summon nature's ally I; 2nd - animal trance (DC 19), delay poison, hold animal (DC 19), lesser restoration, summon nature's ally II; 3rd - cure moderate wounds, daylight, neutralize poison, remove disease.

Threskisphinxes use their spells to avoid combat whenever possible, usually throwing out an obscuring mist or a summon nature's ally spell to distract opponents. Because they eat only small fish, a threskisphinx's natural weapons are generally used only for defense.