Manticore | Size & Type (subtype): | Huge Magical Beast | Hit 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) |
| Description: |
Combat
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.
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