Are you an Androphile or a Gynophile?

ANDROSPHINX

Size/Type: Large Magical Beast
Hit Dice: 12d10+48 (114 hp)
Initiative: +0
Speed: 50 ft. (10 squares), fly 80 ft. (poor)
Armor Class: 22 (–1 size, +13 natural), touch 9, flat-footed 22
Base Attack/Grapple: +12/+23
Attack: Claw +18 melee (2d4+7)
Full Attack: 2 claws +18 melee (2d4+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake 2d4+3, roar, spells
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +12, Ref +8, Will +7
Abilities: Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17
Skills: Intimidate +17, Knowledge (any one) +18, Listen +18, Spot +18, Survival +18
Feats: Alertness, Cleave, Great Cleave, Flyby Attack, Power Attack, Track
Environment: Warm deserts
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic good
Advancement: 13–18 HD (Large); 19–36 HD (Huge)
Level Adjustment: +5 (cohort)
These sphinxes are always male. Androsphinxes are clever and generally good-natured, but they can be savage opponents.
COMBAT

In battle, an androsphinx rips apart enemies with its razor-sharp claws. It relies on its natural weapons in a fight, employing its spells for defense or healing.
Rake (Ex): Attack bonus +18 melee, damage 2d4+3.
Roar (Su): Three times per day an androsphinx can loose a mighty roar. The first time it does this, all creatures within 500 feet must succeed on a DC 19 Will save or be affected as though by a fear spell for 2d6 rounds.
If the sphinx roars a second time during the same encounter, all creatures within 250 feet must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save). If it roars a third time during the same encounter, all those within 250 feet must succeed on a DC 19 Fortitude save or take 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a DC 19 Fortitude save or be thrown to the ground and take 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a DC 19 Reflex save. Other androsphinxes are immune to these effects. The save DCs are Charisma-based.
Spells: An androsphinx casts divine spells as a 6th-level cleric from the cleric spell list and from the Good, Healing, and Protection domains.
Typical Cleric Spells Prepared (5/5/5/4; save DC 13 + spell level): 0—cure minor wounds, detect magic, guidance, light, resistance; 1st—divine favor, protection from evil*, shield of faith, remove fear, summon monster i; 2nd—bull’s strength, remove paralysis, resist energy, shield other*, summon monster iI; 3rd—cure serious wounds*, daylight, invisibility purge, searing light.
Domain spell. Domains: Good and Healilng.

Comments

  • My dreams exceed my real life
    OR

    GYNOSPHINX

    Size/Type: Large Magical Beast
    Hit Dice: 8d10+8 (52 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares), fly 60 ft. (poor)
    Armor Class: 21 (–1 size, +1 Dex, +11 natural), touch 10, flat-footed 20
    Base Attack/Grapple: +8/+16
    Attack: Claw +11 melee (1d6+4)
    Full Attack: 2 claws +11 melee (1d6+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Pounce, rake 1d6+2, spell-like abilities
    Special Qualities: Darkvision 60 ft., low-light vision
    Saves: Fort +7, Ref +7, Will +8
    Abilities: Str 19, Dex 12, Con 13, Int 18, Wis 19, Cha 19
    Skills: Bluff +15, Concentration +12, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +13, Listen +17, Sense Motive +15, Spot +17
    Feats: Combat Casting, Improved Initiative, Iron Will
    Environment: Warm deserts
    Organization: Solitary or covey (2–4)
    Challenge Rating: 8
    Treasure: Double standard
    Alignment: Always neutral
    Advancement: 9–12 HD (Large); 13–24 HD (Huge)
    Level Adjustment: +4 (cohort)
    These sphinxes are the female counterparts of androsphinxes.
    COMBAT

    In close combat, gynosphinxes use their powerful claws to flay the flesh from their enemies. Despite their deadly nature, they prefer to avoid combat whenever possible.
    Rake (Ex): Attack bonus +11 melee, damage 1d6+2.
    Spell-Like Abilities: 3/day—clairaudience/clairvoyance, detect magic, read magic, see invisibility; 1/day—comprehend languages, locate object, dispel magic, remove curse (DC 18), legend lore. Caster level 14th. The save DC is Charisma-based.
    Once per week a gynosphinx can create a symbol of death, a symbol of fear, a symbol of insanity, a symbol of pain, a symbol of persuasion, a symbol of sleep, and a symbol of stunning as the spells (caster level 18th), except that all save DCs are 22 and each symbol remains a maximum of one week once scribed. The save DCs are Charisma-based.
  • My dreams exceed my real life
    Which of these do you like better.
  • Jane said:

    I like this thread


  • Touch the cow. Do it now.
    gynosphinx has nice tittays, I assume
  • oh look, yet another feminist

    Treasure: Double standard
    thanks, obamasphinx
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