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Monsters

id71
NameManticore
SizeAndTypeHuge Magical Beast
HitDice6d10+24 (57)
Initiative+2 (Dex)
Speed30 ft., fly 50 ft. (clumsy)
ArmorClass16 (-2 size, +2 Dex, +6 natural)
Attacks2 claws +9 melee, bite +7 melee; or 6 spikes +6 ranged
DamageClaw 2d4+5, bite 1d8+2; or spike 1d8+2
FaceAndReach10 ft. by 20 ft./10 ft.
SpecialAttacksSpikes
SpecialQualitiesScent
Saves_Fort9
Saves_Ref7
Saves_Will3
AbilitiesStr 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9
SkillsListen +9, Spot +9*
Feats
ClimateAndTerrainWarm and temperate land and underground
OrganizationSolitary, pair, or pride (3-6)
ChallengeRating_Value5
TreasureStandard
AlignmentUsually lawful evil
Advancement7-16 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.