Loquasphinx (CR 8)

Large Magical Beast
Alignment: Always neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +16, and Spot +16
Languages: speaks Common and up to six other languages


AC: 22 (-4 size, +1 Dex, +12 natural), touch 10, flat-footed 21
Hit Dice: 11d8+44 (93 hp)
Fort +11, Ref +8, Will +7
Speed: 40 ft., fly 80 ft. (poor)
Space: 10 ft./5 ft.
Base Attack +11; Grapple +20
Attack: Claw +15 melee
Full Attack: 2 claws +15 melee and bite +13 melee
Damage: Claw 1d6+5, bite 1d8+2
Special Attacks/Actions: Pounce, rake, Truespeech interrogation, utterances
Abilities: Str 20, Dex 13, Con 18, Int 22, Wis 14, Cha 15
Special Qualities:
Feats: Combat Casting; Iron Will; Multiattack; Truename Research
Skills: Concentration +18 (+22 speaking defensively), Diplomacy +18, Knowledge (any two) +20 (+22 truename research), Listen +16, Sense Motive +16, Spot +16, and Truespeak +24
Advancement: 12-16 HD (large); 17-33 HD (Huge)
Climate/Terrain: Warm deserts
Organization: Solitary
Treasure: Standard

Source: Tome of Magic

Combat

A loquasphinx only usually attacks when forced to do so - or if another creature has something it wants, whether food, money, or most especially, information. It tends to begin combat from the air, circling its enemies at a range of 60 feet and using utterances on likely targets to soften up its foes. A loquasphinx keeps its truespeak interrogation ability active at all times, targeting a different creature each time one succumbs to the effect. If its utterances prove to be ineffective, or if a group of foes contains a truespeaker capable of countering their effects, a loquasphinx resorts to melee attacks.

Rake (Ex): +12 melee, damage 1d6+2.

Truespeech Interrogation (Su): A loquasphinx is a master of Truespeech, and bombards its prey with a confusing barrage of riddles posed in the purest of languages. Each round as a free action, a loquasphinx can pose a question in Truespeech to a creature within 60 feet. Whether the creature knows the answer to the question is irrelevant. A loquasphinx's words, couched in Truespeech, are filled with power, and if the target creature does not succeed on a DC 17 Will save, it is confused for 3 rounds. The save DC is Charisma-based.

A creature with ranks in Truespeak can attempt to counterspeak to negate the effect of this ability, as described on page 234. In addition, a creature with Truespeak can choose to make an opposed Truespeak check instead of a Will save, attempting to answer the loquasphinx's question instead of simply resisting its potent magic. If the creature's check is higher than that of the loquasphinx, it is completely unaffected by truespeak interrogation.

Utterances (Sp): lexicon of the Evolving Mind: 4th - spell rebirth; 3rd - moderate word of nurturing; 2nd - speed of the zephyr; 1st - knight's puissance. Lexicon of the Crafted Tool: 2nd - agitate metal, analyze item. Lexicon of the Perfected Map: 1st - shockwave. Truenamer level 10th.

Loquasphinxes are naturally more in touch with the truenames of the world, and receive a +4 racial bonus on Truespeak checks (included in the statistics above).