Sphinx, Criosphinx, “The Eternal Sentinel”
“Discover the ancient Egyptian creature with the body of a lion and the head of a ram—unveiling the hidden power of the Criosphinx!”

The Criosphinx is a formidable and enigmatic creature from ancient Egyptian mythology, boasting the muscular body of a lion and the regal, curved head of a ram. Its large, powerful lion’s body is covered in golden, tawny fur, rippling with strength, while the ram’s head features sweeping, coiled horns, its eyes exuding an air of divine wisdom and unwavering focus. The creature stands as a majestic sentinel, often depicted in stone sculptures with an imposing posture, guarding sacred spaces like temples or tombs.
In behavior, the Criosphinx is a symbol of protection, loyalty, and strength. Unlike the more passive human-headed sphinx, it radiates a silent, almost judgmental presence, observing any who approach its domain. It is not just a passive guardian but an active enforcer of sacred laws, with an almost supernatural intuition to detect those who would defile holy ground. Its movements are slow but deliberate, moving with the grace and confidence of a lion in its prime, though it can spring into action at a moment’s notice if provoked.
Their habitat is often found at the entrance to temples dedicated to powerful deities like Amun, or along the grand avenues of sphinx-lined processional paths leading to royal tombs. These creatures were believed to dwell near places of immense spiritual power, acting as protectors against any intrusion, both physical and metaphysical.
The modus operandi of the Criosphinx is centered on defense and prevention. It does not chase down intruders but instead serves as an immovable sentinel. Those who seek to enter sacred spaces must first pass the Criosphinx’s silent judgment—whether by solving its riddles (like the classic sphinx) or by demonstrating their worthiness. Should one fail to honor the sacredness of the site, the Criosphinx is believed to unleash divine wrath, striking down those who would desecrate its domain.
Motivated by its divine commission, the Criosphinx’s purpose is twofold: to protect sacred spaces and uphold the balance between the mortal and divine worlds. It acts as a guardian not just of physical structures but of spiritual integrity, ensuring that only the worthy or the pure-hearted can access the deeper mysteries of the gods. In essence, the Criosphinx stands as a timeless symbol of both power and protection, a creature born to safeguard the sacred with relentless vigilance.
Criosphinx 5e
Criosphinx Pathfinder
Criosphinx

Large Monstrosity, Lawful Neutral
Armor Class: 17 (Natural Armor)
Hit Points: 136 (16d10 + 48)
Speed: 40 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 14 (+2) | 16 (+3) | 14 (+2) | 18 (+4) | 16 (+3) |
Saving Throws: Str +8, Wis +7, Cha +6
Skills: Perception +8, Insight +8, Arcana +5, History +5
Damage Resistances: Psychic, Radiant
Condition Immunities: Charmed, Frightened
Senses: Darkvision 120 ft., Passive Perception 18
Languages: Common, Celestial, Draconic, Sphinx
Challenge: 9 (5,000 XP)
Traits
Divine Guardian. It is immune to any effect that would alter its form or compel it to act against its nature, such as polymorph or charm spells.
Keen Sight and Smell. It has advantage on Wisdom (Perception) checks that rely on sight or smell.
Sacred Sentinel. It cannot be surprised and has advantage on saving throws against being blinded or stunned.
Actions
Multiattack. The Criosphinx makes three attacks: one with its horns and two with its claws.
- Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 5) bludgeoning damage. - Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.
Divine Ramming Charge (Recharge 5–6). If the Criosphinx moves at least 20 feet straight toward a target and then hits it with a horns attack on the same turn, the target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the Criosphinx can make one claw attack against it as a bonus action.
Roar of Judgment (Recharge 5–6). It lets out a deafening roar imbued with divine power. Each creature of the Criosphinx’s choice within 30 feet must make a DC 15 Wisdom saving throw. On a failed save, creatures take 27 (6d8) psychic damage and are frightened until the end of their next turn. On a successful save, creatures take half damage and are not frightened.
Riddle of Passage. The Criosphinx can speak a magical riddle to any creature within 60 feet that can hear it. The target must succeed on a DC 15 Intelligence saving throw or be magically restrained for 1 minute as their mind is consumed by the riddle. A restrained creature can repeat the saving throw at the end of its turns, ending the effect on a success.
Legendary Actions
The Criosphinx 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.
- Detect. It makes a Wisdom (Perception) check.
- Claw. It makes one claw attack.
- Radiant Gaze (Costs 2 Actions). The Criosphinx targets one creature it can see within 60 feet. The target must succeed on a DC 15 Constitution saving throw or take 13 (3d8) radiant damage and be blinded until the end of its next turn.
Tactics
The Criosphinx is a tactical and intelligent guardian that combines physical prowess with magical abilities.
- At Range: It uses Roar of Judgment to soften groups of attackers and relies on its Riddle of Passage to immobilize the most threatening opponent.
- In Combat: The Criosphinx leads with a Divine Ramming Charge to scatter enemies, prioritizing prone targets for devastating follow-ups.
- Defense: It leverages Radiant Gaze to blind ranged attackers or spellcasters while holding the front line.
The Criosphinx’s role as a guardian means it fights to protect sacred ground, retreating only when it is confident its foes have been deterred or defeated.
Criosphinx

This creature has the wings of a bird, the body of a lion, and the head of a ram with sad, wise eyes.
Perhaps the least leonine of all sphinxes, the ram-headed criosphinx lacks the intellect of androsphinxes and gynosphinxes, but still outmatches the dim-witted hieracosphinxes. Like hieracosphinxes and androsphinxes, criosphinxes are always male. At the start of a battle, a criosphinx lowers its horns and crashes into foes, clawing enemies it has engaged. It favors charging down on foes from great heights.
Criosphinx CR 7
XP 3,200
N Large magical beast
Init +0; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 20, touch 9, flat-footed 20 (+11 natural, -1 size)
hp 85 (10d10+30)
Fort +10, Ref +7, Will +4
OFFENSE
Speed 30 ft., fly 60 ft. (poor)
Melee 2 claws +15 (1d6+6), gore +16 (2d4+6/19-20)
Space 10 ft.; Reach 5 ft.
Special Attacks swooping charge (gore, 4d6+12)
Spell-Like Abilities (CL 10th; concentration +10)
Constant—speak with animals
STATISTICS
Str 23, Dex 10, Con 17, Int 12, Wis 12, Cha 11
Base Atk +10; CMB +17; CMD 27 (31 vs. trip)
Feats Improved Bull Rush, Improved Critical (gore), Power Attack, Skill Focus (Intimidate), Weapon Focus (gore)
Skills Bluff +10, Fly +1, Intimidate +16, Perception +10
Languages Common, Sphinx; speak with animals
SPECIAL ABILITIES
Swooping Charge (Ex)
A charging criosphinx deals 4d4+12 points of damage with its gore attack. A flying criosphinx who drops at least 20 feet in altitude as part of a charge deals 6d4+18 points instead.
ECOLOGY
Environment warm deserts or hills
Organization solitary
Treasure standard
Criosphinxes crave wealth over nearly all other things, habitually extorting tolls for safe passage from any who pass their lands. Groups who cannot pay must yield one of their number or a pair of mounts for the criosphinx’s meal—single travelers must fight or die. Unlike gynosphinxes, no mere riddle suffices—only the shine of metal or the gleam of jewels can satisfy a criosphinx. Little can convince a criosphinx to part with even a single coin save the lust that its kind bears for the gynosphinx.
Criosphinxes crave mating with gynosphinxes above all else, and pay well for the whereabouts of a female, or better yet, a well-crafted riddle that might impress one. For their part, gynosphinxes prefer to have little to do with what they mock as the sheep of sphinxes, though they sometimes lower themselves to a brief assignation in the rare event a criosphinx manages to impress them with wealth or wit.
Some criosphinxes set themselves as soothsayers of the desert, trading upon the storied wisdom of androsphinxes and gynosphinxes to deceive gullible travelers. Like their more blustering brethren, they seek wealth from passersby, but for the purposes of dispersing information rather than in exchange for safe passage. Such reliable information as they possess usually comes from idle conversation with the creatures of the desert, with criosphinxes using their inborn ability to speak with animals. A criosphinx lacking in sound information usually fabricates a pleasing lie.
Criosphinxes detest hieracosphinxes, regarding them as little more than beasts and a disgrace to their noble race. They drive off their falcon-headed cousins with mock-charges and posturing, escalating to full-fledged attacks if ignored. Androsphinxes they view with mixed fear and respect, and gynosphinxes with disdain and lust.
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.