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Blasphemous Terror Androsphinx: CR 11; Large Aberration (Augmented Magical Beast, Evil); HD 12d10+48; hp 114; Init +0; Spd 50 ft. (10 squares), fly 80 ft. (poor); AC 22 (-1 size, +13 size), touch 9, flat-footed 22; Atk claw +18 melee (2d4+7); Full Atk 2 claws +18 melee (2d4+7); Space/Reach 10 ft./5 ft.; SA fear gaze, horrific appearance, pounce, rake 2d4+3, roar, spells, unholy burst; SQ darkvision 60 ft., low-light vision, madness, resistant to good magic; SV Fort +12, Ref +8, Will +7; Str 27, Dex 10, Con 19, Int 16, Wis 17, Cha 17
Skills: Intimidate +17, Knowledge (history) +18, Listen +18, Spot +18, Survival +18
Feats: Alertness, Cleave, Great Cleave, Flyby Attack, Power Attack, Track
Fear Gaze (Su): The wild gaze of a blasphemous terror androsphinx weakens the resolve of opponents peering into them. Creatures meeting its gaze must succeed on a Will save (DC 19) or flee in fear for 1d4 rounds. The fear gaze has a range of 30 feet. This is a mind-affecting fear effect. Opponents who successfully save cannot be affected by the same blasphemous terror androsphinx’s fear gaze for 24 hours.
Horrific Appearance (Su): The sight of a blasphemous terror androsphinx is so perverse that anyone who sets eyes upon one must succeed on a Fortitude save (DC 19) or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same blasphemous terror androsphinx’s horrific appearance for 24 hours.
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 +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 Death, Evil, and Trickery domains.
Typical Cleric Spells Prepared (5/5/5/4; save DC 13 + spell level): 0—cure minor wounds, detect magic, light, read magic, resistance; 1st—bane, disguise self*, divine favor, shield of faith, summon monster I; 2nd—bull’s strength, invisibility*, resist energy, shadow wall, summon monster II; 3rd—daylight, glyph of warding, invisibility purge, nondection* *Domain spell.
Domains: Death and Trickery.
Unholy Burst (Su): Once per day, a blasphemous terror androsphinx can unleash its anguish in a burst of palpable profane energy in a 20-foot radius. Those caught within the area of effect must succeed at a Fortitude save (DC 19) or be sickened for 2d4 rounds. The profane energy causes an additional 2d6 points of unholy damage to good creatures.
Madness (Su): Anyone targeting a blasphemous terror androsphinx with thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.
Resistance to Good Magic (Su): A blasphemous terror androsphinx gains a +2 bonus on all saves against spells, spell-like abilities, and supernatural effects with the Good descriptor.
This once powerful leonid creature stands as tall as a horse, its wings are bent and twisted at unnatural angles and its masculine face is washed with the pain of untold anguishes…
Blasphemous terror androsphinxes are enigmatic creatures with twisted and deformed wings and gaunt leonine bodies. All blasphemous terror androsphinxes are territorial and will not differentiate between deliberate intrusion and temporary or inadvertent trespass. Blasphemous terror androsphinxes are clever and generally foul-natured; they are savage opponents when in combat. A corrupted androsphinx can still be engaged in conversation though, especially if trespassers are interested in answering a few riddles.
A typical blasphemous terror androsphinx is about 10 feet long and weighs about 656 pounds. Blasphemous terror androsphinxes speak Sphinx, Common, and Draconic.
In Your Game
A powerful lich has begun a campaign of extermination against the people of the Meadowlands. Heroes have been sent against him only to return as undead minions. Before the last group fell to the lich a message was sent by magical means to the High Priest of Caritha. The message: “no box”. This message has been studied by local sages, priests and wizards. It is their conclusion that the lich does not have a box-style phylactery but instead has an unusal phylactery and unfortunately they have no idea what it could be. However, in the eastern Needlespike Mountains there is an old androsphinx who knew the lich when he was just a young adventurer. This androsphinx may know what phylactery the lich would choose. Unfortunately for the heroes, the lich has driven the androsphinx insane and made him into a blasphemous terror. The androsphinx may still help the party but the cost will be extremely high and morally difficult.
In the pyramid of Khospe-Ra, treasure hunters could be surprised by a blasphemous terror androsphinx who has taken the pyramid as its lair. Since moving in he has refit it will more deadly traps and hidden passages that he can use to move around.