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Elite Hieracosphinx (PFS 3-14)Creature 5

Source Pathfinder Society Scenario #3-14: The Tomb Between Worlds
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; Reflex +15; Will +10;
HP 90
Speed 30 feet (fly 60 feet)

Beak One Action +15 (+10, +5) to hit 2d10+4 Slashing
Claw One Action +15 (+11, +7) to hit (agile) 2d8+4 Slashing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Buck Reaction

DC 25 reflex

Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.

Trigger A creature Mounts or uses the Command an Animal action while riding the monster.

Effect The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land Prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.

Contingent Glyph (abjuration, occult)

A hieracosphinx has an innate magical defense similar to a Contingency.

When they take a specific type of electricity damage, 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.

Pounce One Action

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 One Action (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.

Sphinxes are a family of mystical beings that combine leonine, avian, and usually humanoid features. Though the most common sphinxes are famous on their own merits, the family includes other types of sphinxes as well.

Lacking the intelligence of their kin, falcon-headed hieracosphinxes are cowardly, cruel-hearted creatures. They guard their territory ruthlessly against weaker intruders.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.