Dragon Sphinx
Orange County Chompers Male half-blue dragon androsphinx Clr13/Marshal8/Hierophant5: CR 24; AL LE; Size L; Large Dragon

AC 26 (-1 size, +17 natural; touch 9, flat-footed 26)
HD 13d8+65 plus 12d12+60; hp 373
Init +0
SV Fort +19, Ref +8, Will +19

Spd 50 ft. (10 squares), fly 100 ft. (average)
Atk +31 melee (2d4+11, crit. 20/x2, claw)
Full Atk +31 melee (2d4+11, crit. 20/x2, 2 claws) and +26 melee (1d8+5, crit. 20/x2, bite)
BAB +21/+16/+11/+6/+1; Grapple +36

Space/Reach 10 ft./5 ft.
SA Breath weapon, divine reach 60 ft., pounce, precise turning, rake 2d4+5, roar, rebuke undead 7/day, spells, spell power 3, spirited turning, spontaneous casting
SQ Darkvision 60 ft., immunities, low-light vision
Abilities: Str 33, Dex 10, Con 21, Int 18, Wis 20, Cha 19
Languages: Abyssal, Common, Draconic, Elven, Giant, Infernal
Skills and Feats: Bluff +27, Concentration +31, Diplomacy +34, Intimidate +19, Knowledge (arcana) +21, Knowledge (religion) +19, Listen +22, Sense Motive +12, Sneak +3, Spellcraft +32, Spot +22, Survival +20; Alertness, Cleave, Easy Metamagic (Quicken Spell), Great Cleave, Flyby Attack, Multispell, Quicken Spell x2, Power Attack, Practiced Spellcaster (cleric), Skill Focus (Diplomacy), Spell Penetration, Track, Wingover
Breath Weapon (Su): 1/day—Breathe a 60-ft. line of electricity; 6d8 electricity damage; DC 21 Reflex half; save DC is Constitution-based.
Divine Reach (Su): A hierophant with this ability can use touch spells on targets up to 60 feet away. If the spell requires a melee touch attack, the hierophant must make a ranged touch attack instead.
Grant Move Action (Ex): 2/day—A marshal can direct and motivate his allies to act immediately. As a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.)
A character can take only one extra move action per round. (In other words, two marshals can't use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost.
Immunities (Ex): Electricity, sleep and paralysis.
Major Auras (Ex): Swift action, affects all allies (and himself) within 60 ft., lost if dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard. Adds +2 modifier to specified rolls.
  • Motivate Ardor: Bonus on damage rolls.
  • Motivate Care: Bonus to Armor Class.
Minor Auras (Ex): Swift action, affects all allies (and himself) within 60 ft., lost if dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard. Adds character's Charisma modifier to specified rolls.
  • Determined Caster: Bonus on rolls to overcome spell resistance.
  • Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
  • Master of Tactics: Bonus on damage rolls when flanking.
  • Over the Top: Bonus on damage rolls when charging.
Rake (Ex): Attack bonus +31 melee, damage 2d4+5.
Roar (Su): Three times per day an androsphinx can loose a mighty roar. The first time it does this, all creatures within 500 feet must succeed on a DC 20 Will save or be affected as though by a fear spell for 2d6 rounds.
If the sphinx roars a second time during the same encounter, all creatures within 250 feet must succeed on a DC 20 Fortitude save or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save).
If it roars a third time during the same encounter, all those within 250 feet must succeed on a DC 20 Fortitude save or take 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a DC 20 Fortitude save or be thrown to the ground and take 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a DC 20 Reflex save.
Other androsphinxes are immune to these effects. The save DCs are Charisma-based.
Spells: An androsphinx casts divine spells as a 6th-level cleric from the cleric spell list and from the Good, Healing, and Protection domains.
Cleric Spells Prepared (0-level: 6; 1st: 7+1; 2nd: 6+1; 3rd: 6+1; 4th: 6+1; 5th: 6+1; 6th: 4+1; 7th: 4+1; 8th: 3+1; 9th: 3+1)
DC to Resist: 15 + spell level
Domains: Evil and Scalykind
Caster Level: 26th; Overcome Spell Resistance: d20+28; Primary Ability Score: Wisdom

0-level—assess creature, create water, detect magic, mending, no light, read magic. 1st—airbubble, astute fighting, bless, command, cure light wounds, divine favor, magic fang*, ray of hope. 2nd—animal trance*, cure moderate wounds, darkbolt x2, hell's hounding, hold person, spiritual weapon. 3rd—bestow curse, blindness/deafness, cure serious wounds, greater magic fang*, hamatula barbs, invisibility purge, shivering touch. 4th—cure critical wounds, freeze armor, greater poison weapon, legion's aid, legion's shield of faith, poison*, recitation. 5th—break enchantment, dispel good*, flame strike, furious assault, greater command, revivify, righteous might. 6th—eyebite*, greater dispel magic, heal x2, mass cure moderate wounds. 7th—greater bestow curse, mass cure serious wounds x2, mass spell resistance, vipergout*. 8th—fire storm x2, mass cure critical wounds, unholy aura*. 9th—energy drain, implosion, mass heal, summon monster IX*. * domain spell.