Criosphinx

MapTool Token

NameCriosphinx
Sorted NameCriosphinx
FamilySphinx
Size and TypeLarge Magical Beast
Hit Dice Count10
Hit Dice10d10+30 (85 hp)
Random Hit Points10d10+30 - 30
Initiative+0
Speed30 ft. (6 squares), fly 60 ft. (poor)
Armor Class20 (-1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple+10/+20
Attack

Gore +15 melee (2d6+6)

Full Attack

Gore +15 melee (2d6+6) and 2 claws +10 melee (1d6+3)

Space/Reach10 ft./5 ft.
Special AttacksPounce, rake 1d6+3
Special Qualities

Darkvision 60 ft., low-light vision

SavesFort +10, Ref +7, Will +3
AbilitiesStr 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11
Skills

Intimidate +8, Listen +11, Spot +1

Feats

Alertness, Cleave, Flyby Attack, Power Attack

EnvironmentWarm deserts
Challenge Rating7
Organization

Solitary

TreasureStandard
AlignmentAlways neutral
Advancement11-15 HD (Large); 16-30 HD (Huge)
Level Adjustment+3 (cohort)
VersionSRD
SourcesSystem Reference Document
Stat_Block

Criosphinx; CR 7; Large magical beast; HD 10d10+30; hp 85; Init +0; Spd 30 ft. (6 squares), fly 60 ft. (poor); AC 20 (-1 size, +11 natural), touch 9, flat-footed 20; Base Atk +10; Grp +20; Atk +15 melee (2d6+6, gore); Full Atk +15 melee (2d6+6, gore) and +10 melee (1d6+3, 2 claws); Space/Reach 10 ft./5 ft.; SA Pounce, rake 1d6+3; SQ Darkvision 60 ft., low-light vision; AL N; SV Fort +10, Ref +7, Will +3; Str 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11

Skills and Feats: Intimidate +8, Listen +11, Spot +1; Alertness, Cleave, Flyby Attack, Power Attack

Criosphinx

Criosphinx
Large Magical Beast
Hit Dice:
10d10+30 (85 hp)
Initiative:
+0
Speed:
30 ft. (6 squares), fly 60 ft. (poor)
Armor Class:
20 (-1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple:
+10/+20
Attack:
Gore +15 melee (2d6+6)
Full Attack:
Gore +15 melee (2d6+6) and 2 claws +10 melee (1d6+3)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Pounce, rake 1d6+3
Special Qualities:
Darkvision 60 ft., low-light vision
Saves:
Fort +10, Ref +7, Will +3
Abilities:
Str 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11
Skills:
Intimidate +8, Listen +11, Spot +1
Feats:
Alertness, Cleave, Flyby Attack, Power Attack
Environment:
Warm deserts
Organization:
Solitary
Challenge Rating:
7
Treasure:
Standard
Alignment:
Always neutral
Advancement:
11-15 HD (Large); 16-30 HD (Huge)
Level Adjustment:
+3 (cohort)

These sphinxes are always male. Neither good nor evil, they lack the intelligence of the androsphinx.

Combat

Criosphinxes attack with their claws, as do their kin, but they can also butt with their horns. They don't cast spells and employ only the most simple battle tactics.

Rake (Ex): Attack bonus +15 melee, damage 1d6+3.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Gore +15 melee (2d6+6), or Gore +15 melee (2d6+6) and 2 claws +10 melee (1d6+3)

feats: ALERTNESS, CLEAVE, FLYBY ATTACK, POWER ATTACK, ,