Canisphinx (CR 5)
Large Magical Beast
Alignment: Usually neutral evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +21, and Spot +17
AC: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Hit Dice: 9d10+18 (67 hp)
Fort +8, Ref +7, Will +6
Speed: 60 ft., fly 90 ft. (poor)
Space: 10 ft./5 ft.
Base Attack +9; Grapple +18
Attack: Bite +13 melee
Full Attack: Bite +13 melee and 2 claws +8 melee
Damage: Bite 1d10+5, claw 1d6+2
Special Attacks/Actions: Pounce, rake 1d6+2, roar
Abilities: Str 21, Dex 13, Con 15, Int 15, Wis 17, Cha 16
Feats: Alertness; Flyby Attack; Power Attack; Track
Skills: Intimidate +15, Listen +21, Spot +17, and Survival +15
Advancement: 10-15 HD (Large); 16-27 HD (Huge)
Climate/Terrain: Warm deserts
Organization: Solitary or pair
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 +13, damage 1d6+2
Roar (Su): Three times per day, a canisphinx can loose a mighty roar as a standard action. All creatures within 200 feet must succeed on a DC 17 Will save or be affected as though by a fear spell for 2d4 rounds.
If the sphinx roars a second time during the same encounter, all creatures within 100 feet must succeed on a DC 17 Fortitude save or be paralyzed for 1d4 rounds, and all those within 60 feet are also deafened for 1d4 rounds (no save). If it roars a third time during the same encounter, all those within 50 feet must succeed on a DC 17 Fortitude save or take 1d4 points of Strength damage for 1d4 rounds. The effect of roars from multiple canisphinxes is cumulative. A second canisphinx that roars within 100 feet of a creature already affected by another's fear roar forces that creature to save to resist paralysis. Other canisphinxes have immunity to these effects. The save DCs are Charisma-based.
Skills (Ex): Canisphinxes have a +4 racial bonus on Listen checks.
Canisphinxes prefer prey that is too weak to fight back, and they usually flee in the face of stronger opposition. When they decide to fight, they try to pin their foes and finish them off with bite and rake attacks.