Size:
Large
Type:
Magical Beast
Form:
winged leonine
Temper:
malicious
# App:
1, 2, 1d6 + 2
Lair:
Diet:
carnivore
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: skirmisher
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Beak
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) piercing damage.
Action
Claws
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing damage.
Action
Multiattack
The hieracosphinx makes two attacks: one with its beak and one with its claws.
Special
1/day
wall of force
Special
3/day each
darkness, mirror image, misty step, silent image
Special
At will
bane, bestow curse
Special
Innate Spellcasting
The hieracosphinx's innate spellcasting ability is Wisdom (spell save DC 13)It can innately cast the following spells, requiring no material components.
Special
Inscrutable
The hieracosphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
Special
Magic Weapons
The hieracosphinx's weapon attacks are magical.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Cleave
Action
Feat 2
Flyby Attack
Action
Feat 3
Power Attack
Action
Feat 4
Skill Focus (Perception)
Action
Melee 1
bite +11 (1d10+4)
Action
Melee 2
2 claws +11 (1d6+4)
Special
Shriek (Su)
The shrill shriek of a hieracosphinx deafens non-sphinxes within a 60-foot-radius spread for 2d4 rounds (DC 16 Fortitude negates). Once a creature successfully saves against this effect, it is immune to the hieracosphinx's shriek for 24 hours. Using this ability is a standard action. The save DC is Constitution-based.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Buck [Reaction]
DC 23
Ability
Contingent Glyph
(abjuration, occult) A hieracosphinx has an innate magical defense similar to a contingency. When they take a specific type of energy damage (varying by the individual sphinx), they can use their reaction to have the glyph cast haste on them. The glyph is then dormant for 1 week. A critical success to Recall Knowledge about a particular hieracosphinx (30 or higher on the check) reveals which damage type triggers the glyph.
Ability
Pounce
The hieracosphinx Strides and makes a Strike at the end of that movement. If they began this action hidden, they remain hidden until after the attack.
Ability
Shriek
(auditory, incapacitation) The hieracosphinx emits a shrill, ear-piercing shriek. Each non-sphinx in a 60-foot emanation must attempt a DC 22 Fortitude save. Any creature that attempts a save is temporarily immune for 24 hours. Critical Success The creature is temporarily immune to that hieracosphinx's shriek for 24 hours. Success The creature is deafened for 1 round. Failure The creature is deafened for 1 minute and stunned 1.
Offense
Melee
Circumstance: combat round (melee)
beak +15 [+10/+5], Damage 2d10+4 slashing
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
The hawk-headed hieracosphinx is a common sight within the maze-like tombs and mortuary complexes of Egypt. Like the powerful androsphinx and gynosphinx, the hieracosphinx most often serves as a guardian of sacred places. Though they lack the calculating intellect of their more celebrated cousins, hieracosphinxes are possessed of a certain cruel cunning, making excellent use of their innate magical talents to dispatch would-be trespassers with sadistic glee.
The Hieracosphinx is an exceedingly deadly foe for the unprepared. The most important thing to remember is that
5e SRD