Criosphinx (CR 7)

Large Magical Beast
Alignment: Always neutral
Initiative: +0; Senses: darkvision 60 ft., low-light vision, Listen +11, and Spot +1


AC: 20 (-1 size, +11 natural), touch 9, flat-footed 20
Hit Dice: 10d10+30 (85 hp)
Fort +10, Ref +7, Will +3
Speed: 30 ft., fly 60 ft. (poor)
Space: 10 ft./5 ft.
Base Attack +10; Grapple +20
Attack: Gore +15 melee
Full Attack: Gore +15 and 2 claws +10 melee
Damage: Gore 2d6+6, claw 1d6+3
Special Attacks/Actions: Pounce, rake 1d6+3
Abilities: Str 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11
Special Qualities:
Feats: Cleave; Flyby Attack; Power Attack
Skills: Intimidate +8, Listen +11, and Spot +1
Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Climate/Terrain: Warm desert
Organization: Solitary
Treasure/Possessions: Standard

Source: Monster Manual

Pounce (Ex): If a sphinx leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Rake (Ex): A sphinx that pounces onto a creature can make two rake attacks with its hind legs. Attack bonus +15 melee, damage 1d6+3.

Most sphinxes fight on the ground, using their wings to help them leap much as lions do. If outnumbered by earthbound creatures, a sphinx takes wing and attacks on the fly.

Criosphinxes attack with their claws and deadly bite, 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.