Sphinx, Androsphinx: The Guardian of Ancient Secrets
“Uncover the Mystery of the Androsphinx: The Lion-Body Guardian with the Mind of a Man!”

The Androsphinx boasts the powerful, muscular body of a lion, exuding strength and majesty. Its head, however, is distinctly human—often depicted with regal features, sharp eyes, and a solemn expression, conveying intelligence and wisdom. The creature’s eyes gleam with a deep, ancient knowledge, and its long, flowing mane complements the imposing presence of its leonine body. Its wings, if included, are vast and elegant, extending from its back in some interpretations, symbolizing its ability to transcend physical boundaries.
Behavior: The Androsphinx is a stoic, solitary guardian, often depicted as deeply introspective, guarding secrets that only the worthy can unlock. Unlike its more sinister cousins, it does not engage in mindless violence, preferring to test those who approach its domain with riddles or challenges of wit. It watches silently, observing its surroundings with an almost omniscient presence, but is quick to react if it senses disrespect or threats to its sacred domain.
Habitat: They are typically found in remote, desolate landscapes—ancient ruins, vast deserts, or atop monumental structures like pyramids or temples. It inhabits spaces steeped in mystery, guarding sacred knowledge or treasure, where only those with a pure or noble heart can gain access. Its lair often reflects the ancient civilizations that worshipped it, with intricate carvings and cryptic symbols surrounding its domain.
Modus Operandi: The Androsphinx operates as a gatekeeper, testing those who seek its wisdom or entrance to the secrets it protects. It challenges intruders with riddles, puzzles, or tests of intellect, and only those who solve its queries can pass unharmed or gain access to hidden knowledge. If its riddles are answered incorrectly, it may impose penalties ranging from banishment to destruction, depending on the severity of the violation. The Androsphinx does not rush its judgments; it takes time to evaluate, observing the intent and character of each challenger.
Motivation: Driven by a deep sense of duty, the Androsphinx’s primary motivation is to protect ancient wisdom and sacred knowledge from falling into the wrong hands. It serves as a keeper of balance, ensuring that only those who prove themselves worthy through intelligence and integrity can uncover the secrets of the past. It has no desire for wealth or personal gain, but rather exists to preserve the legacy of ancient civilizations and to challenge the minds of those brave enough to seek the wisdom of the ages.
Androsphinx 5e
Androsphinx Pathfinder
Androsphinx

Large Monstrosity, Lawful Neutral
Armor Class: 18 (natural armor)
Hit Points: 222 (24d10 + 96)
Speed: 40 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 16 (+3) | 18 (+4) | 22 (+6) | 20 (+5) | 24 (+7) |
Saving Throws: Dex +8, Con +9, Wis +10, Cha +12
Skills: Insight +10, Perception +15, Persuasion +12, Religion +11
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses: Truesight 120 ft., passive Perception 25
Languages: Common, Celestial, Infernal, Draconic, Sphinx
Challenge: 16 (15,000 XP)
Traits
Legendary Resistance (3/Day). If the Androsphinx fails a saving throw, it can choose to succeed instead.
Keen Sight. The Androsphinx has advantage on Wisdom (Perception) checks that rely on sight.
Magic Resistance. The Androsphinx has advantage on saving throws against spells and other magical effects.
Divine Aura. Creatures within 30 feet of the Androsphinx that fail a Wisdom saving throw against the Androsphinx’s presence are affected as if under the calm emotions spell for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success.
Actions
Multiattack. It makes three attacks: one with its bite, one with its claws, and one with its tail. Alternatively, it can use its Divine Roar or Mighty Wing Slam.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 24 (3d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 20 (3d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 22 (3d8 + 7) bludgeoning damage.
Divine Roar (Recharge 5-6). It emits a deafening roar. Each creature of its choice within 60 feet must succeed on a DC 20 Constitution saving throw or take 30 (4d12) thunder damage and be knocked prone. On a successful save, the creature takes half damage and isn’t knocked prone. The roar also disrupts concentration, forcing creatures to make a DC 20 Constitution saving throw to maintain concentration on spells.
Mighty Wing Slam (Recharge 6). The Androsphinx beats its wings with incredible force. Each creature within 15 feet of the Androsphinx must make a DC 20 Dexterity saving throw or be knocked back 20 feet and fall prone. Additionally, the Androsphinx can fly up to half its movement speed immediately after performing this action.
Sphinx’s Riddle (Recharge 6). The Androsphinx can ask a riddle to one creature it can see within 60 feet. The creature must make a DC 20 Intelligence saving throw. On a failure, the creature is paralyzed for 1 minute, as its mind is overwhelmed with the challenge of the riddle. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Reactions
Unyielding Defense. When a creature the Androsphinx can see attacks it with a melee weapon attack, the Androsphinx can use its reaction to impose disadvantage on the attack roll, as it momentarily transforms its body into an aura of divine energy that deflects blows.
Divine Counter (Recharge 5-6). When the Androsphinx is hit by a spell, it can use its reaction to release a pulse of divine energy. The spell’s caster must make a DC 20 Wisdom saving throw or take 15 (3d6) radiant damage and become blinded until the end of its next turn.
Legendary Actions
The Androsphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Androsphinx regains spent legendary actions at the start of its turn.
Attack. The Androsphinx makes one melee attack with its bite or claws.
Divine Insight (Costs 2 Actions). The Androsphinx can gain advantage on any attack roll, saving throw, or ability check it makes.
Wing Beat (Costs 3 Actions). The Androsphinx beats its wings, causing a gust of wind that forces all creatures within 15 feet to succeed on a DC 20 Strength saving throw or be pushed 10 feet away and knocked prone.
Lair Actions
On initiative count 20 (losing initiative ties), the Androsphinx can take a lair action to cause one of the following effects. The Androsphinx can’t take the same lair action two rounds in a row:
- Magical Disruption. The Androsphinx causes the ground to tremble, creating an area of magical static. All spellcasters within 30 feet must succeed on a DC 20 Constitution saving throw or be unable to cast spells requiring verbal components until the end of their next turn.
- Divine Wind. The Androsphinx summons a gust of wind that blows out from its wings in all directions. All creatures within 30 feet must succeed on a DC 20 Strength saving throw or be pushed 15 feet away and knocked prone.
- Ancient Knowledge. The Androsphinx can choose one creature it can see within 60 feet. That creature must succeed on a DC 20 Intelligence saving throw or be forced to answer a riddle posed by the Androsphinx, taking 15 (3d10) psychic damage on a failed save.
Tactics
The Androsphinx prefers to observe its enemies first, using its Divine Aura to calm and disorient weaker minds. It employs its Sphinx’s Riddle to neutralize intelligent or powerful foes, knowing the paralyzing effect can turn the tide of battle. Once the creature has chosen its target, it uses Mighty Wing Slam to control the battlefield, knocking enemies back into weaker positions or off elevated terrain.
The Androsphinx is a master of positioning and will use its flight to maintain distance from melee attackers while using its Divine Roar to disorient spellcasters and break their concentration. It will often finish off vulnerable foes with a tail swipe or bite if they’ve been knocked prone or incapacitated.
Should things turn dire, the Androsphinx will retreat into the sky and rain down divine judgment from above, using its legendary actions to ensure it maintains control of the fight at all times. Its Legendary Resistance and Magic Resistance allow it to shrug off magical threats that may come its way, making it a nearly invincible foe when encountered in its lair.
Description
The Androsphinx is an awe-inspiring, divine guardian with the powerful body of a lion and the intelligent, regal face of an ancient Egyptian male. Its wings are large and majestic, giving it an air of celestial authority. When an adventurer looks into its piercing, wise eyes, they can feel the weight of millennia of knowledge and a burdened sense of responsibility, as the Androsphinx has guarded secrets too ancient to comprehend for countless ages.
Androsphinx

This regal, bird-winged lion has a human’s head, clad in the golden raiment of a powerful pharaoh.
Androsphinx CR 9
XP 6,400
CG Large magical beast
Init +0; Senses darkvision 60 ft., low-light vision; Perception +23
DEFENSE
AC 23, touch 9, flat-footed 23 (+14 natural, -1 size)
hp 123 (13d10+52)
Fort +12, Ref +8, Will +7
OFFENSE
Speed 40 ft., fly 60 ft. (poor)
Melee 2 claws +20 (2d6+8/19-20 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +20, 2d6+8), roar
Spells Prepared (CL 6th; concentration +9)
3rd—bestow curse (DC 16), searing light, speak with dead
2nd—bull’s strength, calm emotions (DC 15), cure moderate wounds, resist energy
1st—comprehend languages, divine favor, remove fear, shield of faith
0—detect magic, guidance, purify food and drink, stabilize
STATISTICS
Str 27, Dex 10, Con 18, Int 16, Wis 17, Cha 17
Base Atk +13; CMB +22; CMD 32 (36 vs. trip)
Feats Alertness, Cleave, Flyby Attack, Great Cleave, Hover, Improved Critical (claw), Power Attack
Skills Fly +5, Intimidate +13, Knowledge (any one) +16, Perception +23, Sense Motive +13, Survival +16
Languages Common, Draconic, Sphinx
SPECIAL ABILITIES
Roar (Su)
An androsphinx can roar up to three times per day as a standard action. Each progressive roar has a different effect, depending upon whether it is the first, second, or third of the androsphinx’s roars for that day. All of these roars are sonic effects that fill a 60-foot-radius burst, centered on the androsphinx; the save DCs are Charisma-based. Sphinxes are immune to all of the effects of an androsphinx’s roars.
- First Roar: Affected creatures become frightened for 2d6 rounds (DC 19 Will negates). This is a mind-affecting fear effect in addition to being a sonic effect.
- Second Roar: Affected creatures are paralyzed with fear and deafened for 1d4 rounds (DC 19 Will negates). This is a mind-affecting fear effect in addition to being a sonic effect.
- Third Roar: Affected creatures take a 2d4 penalty to Strength for 2d4 rounds and take 2d8 points of sonic damage. Creatures smaller than the androsphinx are knocked prone. A DC 19 Fortitude save negates the Strength penalty and being knocked prone.
Spells
An androsphinx casts divine spells as a 6th-level cleric. They do not gain access to domains or other cleric abilities.
ECOLOGY
Environment warm deserts or hills
Organization solitary
Treasure standard
The mightiest of the common sphinxes, androsphinxes see themselves as all that is worthy and noble in the species and carry themselves as though the weight of the world rests upon their good example. They view criosphinxes with paternalistic condescension, hieracosphinxes with poorly veiled disgust, and gynosphinxes as the only other sphinxes worthy of their time. Androsphinxes put on a gruff and cantankerous front to outsiders. They make no effort to hide annoyance when displeased. Androsphinxes tend to be territorial, though less so than other sphinxes. They almost invariably warn and bluster before attacking, and nearly always heed a call to parley. Androsphinxes barter information and conversation for safe passage, not treasure.
Androsphinxes are 12 feet tall and weigh 1,000 pounds.
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.