Continuing previous Sphinx posts, here is the writeup:
SPHINX RACIAL TRAITS
Ability Scores: +2 Strength, +2 Wisdom
Speed: 6 squares
Languages: Common, choice of one other
Skill Bonuses: +2 Arcana, +2 History, +2 Religion
Nonhumanoid Monster: You have no hands and use the rules for nonhumanoid monsters.
Natural Weaponry: +2 proficiency, 1d10 damage, Hammer group. Gains an additional +1 to hit when using two-handed fighting style.
Riddle Master: You gain training in Arcana, Religion, or History (your choice).
Immortal Origin: You are consider an immortal for effects relating to creature origin.
Sphinx Recuperation: When you take a second wind as a standard action, you may spend two healing surges instead of one.
Frightful Roar, Sphinx Racial Power
Minor Action. Close Burst 3.
Targets: All enemies on the burst.
Attack: Highest of (Int, Wis, Cha) +1 vs. Will
Increases +1 every 5 levels above 1st
Hit: Target suffers -2 on attack rolls (save ends)
SPHINX HEROIC FEATS
Darkvision: The Sphinx gains darkvision.
Flexible Fighting Style: When attacking with sphinx natural weaponry, the Sphinx may treat the attack as belonging to any melee weapon group, instead of the Hammer group. This does not change the accuracy or damage, but it allows use of abilities like Sneak Attack and weapon-specific Fighter feats.
Leaping Flight: As an encounter power, the Sphinx can move for one round with a flight speed equal to her speed + 2. If she does not end the turn on a solid surface, she falls. Note that this is normal flight, not clumsy flight.
Mighty Roar: The Frightful Roar power gains a +1 feat bonus to hit and is Close Burst 5.
SPHINX PARAGON FEATS
Sustained Flight: The Sphinx gains a base flight (clumsy) speed of 8 and a base overland flight speed of 10. This is affected by speed modifiers as usual.
Tremendous Roar (requirement: Might Roar): The Frightful Roar power gains a +2 feat bonus to hit and is Close Burst 10.