Perception +14; darkvision
Languages Sphinx
Skills Acrobatics +11, Athletics +13, Intimidation +9, Survival +12
Str +4, Dex +4, Con +3, Int –2, Wis +3, Cha +0
AC 22; Fort +12, Ref +15, Will +10
HP 70
Buck DC 23
Contingent Glyph (abjuration, occult) A hieracosphinx has an innate magical defense similar to a
. When they take a specific type of energy damage (varying by the individual sphinx), they can use their reaction to have the glyph cast 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.Speed 30 feet, fly 60 feet
Melee beak +15, Damage 2d10+4 slashing
Melee claw +15 (agile), Damage 2d8+4 slashing
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.
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.
Hieracosphinx
Lacking the intelligence of their kin, falcon-headed hieracosphinxes are cowardly, cruel-hearted creatures. They guard their territory ruthlessly against weaker intruders.