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This gray-skinned creature has the body of a winged lion, the head and torso of a woman, and a glaring third eye in the center of its forehead.

Akhanasphinx CR 11

XP 12,800
Halfblood (monadic) gynosphinx
N Large magical beast
Init +7 Senses darkvision 60 ft., detect magic, low-light vision, see invisibility; Perception +25

AC 28, touch 16, flat-footed 25 (+4 deflection, +3 Dex, +12 natural, -1 size)
hp 126 (12d10+60)
Fort +13; Ref +11; Will +12; additional +4 vs. poison
DR 10/magic; Immune cold, critical hits, poison; Resist electricity 10, fire 10; SR 22

Speed 40 ft., fly 60 ft. (poor)
Melee 2 claws +18 (2d6+7/19-20)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +18, 2d6+7)
Spell-Like Abilities (CL 12th; concentration +17)

Constantcomprehend languages, detect magic, read magic, see invisibility
1/dayaugury, chaos hammer (DC 19), dispel magic, dream, holy smite (DC 19), legend lore, locate object, order's wrath (DC 19), remove curse, seek thoughts (DC 18), silent image (DC 16), unholy blight (DC 19)
1/weeksymbol of fear (DC 21), symbol of pain (DC 20), symbol of persuasion (DC 21), symbol of sleep (DC 20), symbol of stunning (DC 22); all symbols last for 1 week maximum

Str 24, Dex 17, Con 20, Int 20, Wis 23, Cha 21
Base Atk +12; CMB +20; CMD37 (41 vs. trip)
Feats Alertness, Combat Casting, Hover, Improved Critical (claw), Improved Initiative, Iron Will
Skills Bluff +17, Diplomacy +17, Fly +12, Intimidate +17, Knowledge (any two) +7, Perception +25, Sense Motive +22, Spellcraft +13
Languages Common, Draconic, Sphinx
SQ void form

Environment warm deserts and hills
Organization solitary, pair, or cult (3-6)
Treasure double

Void Form (Su) An akhanasphinx's body is semi-tangible. The akhanasphinx gains a deflection bonus to AC equal to 1/4 of its Hit Dice, and can fly without using its wings at a fly speed equal to its land speed (with poor maneuverability).


The akhanasphinx was created using the following template.

"Halfblood" is an acquired or inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or more (referred to hereafter as the base creature). An halfblood uses the base creature's stats and abilities except as noted here.

CR HD 5 or less, as base creature + 1; HD 6–10, as base creature + 2; HD 11 or more, as base creature + 3.

AC Natural armor improves by +1.

DR Gains DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).

SR Gain SR equal to new CR +11.

Bloodline: Every halfblood has one sorcerer bloodline in addition to any bloodlines it gains as a result of class features or feats. The halfblood gains all 3rd- and higher-level bloodline powers of that bloodline except for spell-like abilities granted by bloodline powers (which the halfblood does not gain). When using bloodline powers gained in this manner, the halfblood counts as a sorcerer with a number of class levels equal to the halfblood's HD.

Spell-Like Abilities: The halfblood gains each bloodline spell granted to a sorcerer with the halfblood's bloodline and a class level equal to the halfblood's HD as a spell-like ability usable once per day. The caster level of these spell-like abilities equals the haflblood's HD or the caster level of the halfblood's existing spell-like abilities (if any), whichever is higher.

Abilities A halfblood gains +4 inherent bonus on three ability scores of the GM's choice and a +2 inherent bonus on the other three.