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From Pathfinder #217: Death Sails a Wine-Dark Sea, which isn't enabled.

Neshkefru

CREATURE 8
Perception +18; darkvision
Languages Common, Draconic, Sphinx; Truespeech
Skills Arcana +17, Athletics +18, Bardic Lore +19, Deception +16, Diplomacy +16, Intimidation +18, Occultism +17
Str +6, Dex +1, Con +3, Int +5, Wis +4, Cha +4
Bardic Lore

Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Neshkefru has Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.


AC 27; Fort +16, Ref +14, Will +19
HP 135
Prescient Pounce
Trigger A creature ends its movement within 30 feet of Neshkefru

Effect Neshkefru moves up to her speed to a location adjacent to the triggering creature and makes a Strike. This movement does not trigger reactions.

Speed 35 feet, fly 40 feet
Melee Claw +20 (agile), Damage 2d6+9 slashing
Occult Innate Spells DC 27, attack +19; 4th Clairvoyance (At Will), Read Omens, Clairaudience (At Will), Cleanse Affliction; 3rd Locate, Dispel Magic; 2nd See the Unseen; Cantrips (4th) Detect Magic; Constant (5th) Truespeech
Claw Rake

Neshkefru rears back on her hind legs and makes two claw Strikes at the same target, using the same attack bonus as her highest melee attack. If both attacks deal damage, the target takes extra damage equal to one claw Strike.

Riddler's Rune

Once per week, Neshkefru can create a magical symbol as the rune trap ritual. She usually shapes it to take the form of a written riddle and sets the password to the answer. A creature that gives the wrong answer or tries to pass without answering must succeed at a DC 26 Will save or be affected by one of the following spells, chosen by the sphinx when creating the symbol: Synaptic Pulse (5th), Charm (4th), Fear (4th), Phantom Pain (4th), Sleep (4th). The sphinx learns the identity of any creature that answers the riddle and tends to be friendly to them if they answered correctly.

Unleash Visions (auditory, mental)
Frequency Once per day

Effect Neshkefru howls a torrent of prophecies that overwhelm listeners. All creatures in a 20-foot emanation must attempt a DC 27 Will save.

Critical Success The creature is unaffected.

Success The creature takes 1d4 persistent mental damage.

Failure The creature takes 2d4 persistent mental damage and is Dazzled until the persistent damage ends.

Critical Failure The creature takes 3d4 persistent mental damage and is Confused until the persistent damage ends.

Pathfinder #217: Death Sails a Wine-Dark SeaORC