Gynosphinx (CR 8)
Large Magical Beast
Alignment: Always neutral
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, Listen +17, and Spot +17
AC: 21 (-1 size, +1 Dex, +11 natural), touch 10, flat-footed 20
Hit Dice: 8d10+8 (52 hp)
Fort +7, Ref +7, Will +8
Speed: 40 ft., fly 60 ft. (poor)
Space: 10 ft./5 ft.
Base Attack +8; Grapple +16
Attack: Claw +11 melee
Full Attack: 2 claws +11 melee
Damage: Claw 1d6+4
Special Attacks/Actions: Pounce, rake 1d6+2, spell-like abilities
Abilities: Str 19, Dex 12, Con 13, Int 18, Wis 19, Cha 19
Feats: Combat Casting; Improved Initiative; Iron Will
Skills: Concentration +12, Diplomacy +8, Disguise +4 (+6 acting), Intimidate + 13, Listen +17, Sense Motive +15, and Spot +17
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Climate/Terrain: Warm deserts
Organization: Solitary or covey (2-4)
Treasure/Possessions: Double standard
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 +11 melee, damage 1d6+2.
Spell-Like Abilities: 3/day - Clairaudience/Clairvoyance, detect magic, read magic, and see invisibility; 1/day - Comprehend languages, locate object, dispel magic, remove curse, and legend lore. These abilities are as the spells cast by a 14th-level sorcerer (save DC 14 + spell level).
Once per week a gynosphinx can create a symbol of death, discord, insanity, pain, persuasion, sleep, and stunning (one of each) as the spell cast by an 18th-level sorcerer (save DC 22).
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.
In close combat, gynosphinxes use their powerful claws to flay the flesh from their enemies. Despite their deadly nature, however, they prefer to avoid combat whenever possible.