id | 71 |
---|---|
Name | Manticore |
SizeAndType | Huge Magical Beast |
HitDice | 6d10+24 (57) |
Initiative | +2 (Dex) |
Speed | 30 ft., fly 50 ft. (clumsy) |
ArmorClass | 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 |
FaceAndReach | 10 ft. by 20 ft./10 ft. |
SpecialAttacks | Spikes |
SpecialQualities | 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 | |
ClimateAndTerrain | Warm and temperate land and underground |
Organization | Solitary, pair, or pride (3-6) |
ChallengeRating_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. |