| Id | 71 |
|---|---|
| Name | Manticore |
| Size and Type | 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 |
| Saves_Fort | 9 |
| Saves_Ref | 7 |
| Saves_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 |
| Organization | Solitary, pair, or pride (3-6) |
| CR | 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. |