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Size & Type (subtype):Huge Magical BeastHit Dice:6d10+24 (57)
Initiative:   +2 (Dex)   Speed:   30 ft., fly 50 ft. (clumsy)  
Armor Class:   16 (-2 size, +2 Dex, +6 natural)   Attacks:   2 claws +9 melee, bite +7 melee; or 6 spikes +6 ranged  
Damage:   Claw 2d4+5, bite 1d8+2; or spike 1d8+2   Face and Reach:   10 ft. by 20 ft./10 ft.  
Special Attacks:   Spikes   Special Qualities:   Scent  
Saving Throws  Fortitude: 9  
Reflex: 7  
Will: 3  
Abilities:   Str: 20
Dex: 15
Con: 19
Int: 7
Wis: 12
Cha: 9
Skills:   Listen +9, Spot +9*   Feats:     
Climate and Terrain:   Warm and temperate land and underground   Climate:   temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, pair, or pride (3-6)  
Challenge Rating:   5   Challenge Rating Value:   5  
Treasure:   Standard   Alignment:   Usually lawful evil  
Advancement:   7-16 HD (Huge); 17-18 HD (Gargantuan)  



A manticore begins most attacks with a volley of spikes, then closes. In the outdoors, it often uses its powerful wings to stay aloft during battle.

Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action. This attack has a range of 180 feet with no range increment. A spike threatens a critical hit on a natural attack roll of 19 or 20. The creature can launch only twenty-four spikes in any one day.

Skills: *Manticores receive a +4 racial bonus to Spot checks in daylight.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002