This creature has the body of a lion, the wings of a falcon, and the head and torso of a beautiful human woman.

Nazmi    CR 10
XP 9,600
Male celestial gynosphinx cleric (cardinal) of Abadar 3 (Pathfinder RPG Bestiary, 257, Pathfinder RPG Ultimate Intrigue 64)
N Large magical beast
Init +5; Senses darkvision 60 ft., low-light vision; Perception +26

Defense

AC 22, touch 11, flat-footed 20 (+1 Dex, +1 dodge, +11 natural, -1 size)
hp 142 (15 HD; 3d8+12d10+63)
Fort +14, Ref +10, Will +13
DR 10/evil; Resist acid 15, cold 15, electricity 15; SR 15

Offense

Speed 40 ft., fly 60 ft. (poor)
Melee 2 claws +18 (2d6+6/19-20)
Space 10 ft.; Reach 5 ft.
Special Attacks channel positive energy 7/day (DC 15, 2d6), pounce, rake (2 claws +18, 2d6+6), smite evil
Spell-Like Abilities (CL 12th; concentration +16)
   Constant—comprehend languages, detect magic, read magic, see invisibility
   3/day—clairaudience/clairvoyance
   1/day—dispel magic, legend lore, locate object, remove curse
   1/week—symbol
Cleric (Cardinal) Spells Prepared (CL 3rd; concentration +7)
   2nd—build trustUI (DC 16), enthrallD (DC 16), know peerageUI
   1st—authenticating gaze, blessD, ceremony (DC 15), detect charm
   0 (at will)—create water, detect fiendish presence, detect magic, purify food and drink (DC 14)
   D Domain spell; Domain Nobility (LeadershipAPG subdomain)

Statistics

Str 22, Dex 13, Con 16, Int 18, Wis 19, Cha 19
Base Atk +13; CMB +20; CMD 32 (36 vs. trip)
Feats Alertness, Combat Casting, Dodge, Hover, Improved Critical (claw), Improved Initiative, Iron Will, Toughness
Skills Acrobatics +1 (+5 to jump), Bluff +22, Diplomacy +22, Fly +1, Knowledge (local) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +22, Perception +26, Sense Motive +26, Spellcraft +22
Languages Common, Draconic, Halfling, Osiriani, Sphinx
SQ inspiring command

Ecology

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

Special Abilities

Cleric (Cardinal) Domain (Leadership)
Cleric Channel Positive Energy 2d6 (7/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (15) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (15) You have the specified Energy Resistance against Electricity attacks.
Fly (60 feet, Poor) You can fly!
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Inspiring Command (2 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Smite Evil (1/day) (Su) +4 to hit, +15 to damage when used.
Spell Resistance (15) You have Spell Resistance.
Symbol (1/week) A sphinx may use one of the following spells as a spell-like ability, once/week: Symbol of Fear, Symbol of Pain, Symbol of Persuasion, Symbol of Sleep, Symbol of Stunning. These symbols last for 1 week maximum.

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