Manticore

MapTool Token

NameManticore
Sorted NameManticore
FamilyManticore
Size and TypeLarge Magical Beast
Hit Dice Count6
Hit Dice6d10+24 (57 hp)
Random Hit Points6d10+24 - 24
Initiative+2
Speed30 ft. (6 squares), fly 50 ft. (clumsy)
Armor Class17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple+6/+15
Attack

Claw +10 melee (2d4+5) or 6 spikes +8 ranged (1d8+2/19-20)

Full Attack

2 claws +10 melee (2d4+5) and bite +8 melee (1d8+2); or 6 spikes +8 ranged (1d8+2/19-20)

Space/Reach10 ft./5 ft.
Special AttacksSpikes
Special Qualities

Darkvision 60 ft., low-light vision, scent

SavesFort +9, Ref +7, Will +3
AbilitiesStr 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9
Skills

Listen +5, Spot +9, Survival +1

Feats

Flyby Attack, Multiattack, Weapon Focus (spikes)

Bonus Feats

Track

EnvironmentWarm marshes
Challenge Rating5
Organization

Solitary, pair, or pride (3-6)

TreasureStandard
AlignmentUsually lawful evil
Advancement7-16 HD (Large); 17-18 HD (Huge)
Level Adjustment+3 (cohort)
VersionSRD
SourcesSystem Reference Document
Stat_Block

Manticore; CR 5; Large magical beast; HD 6d10+24; hp 57; Init +2; Spd 30 ft. (6 squares), fly 50 ft. (clumsy); AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +6; Grp +15; Atk +10 melee (2d4+5, claw) or +8 ranged (1d8+2/19-20, 6 spikes); Full Atk +10 melee (2d4+5, 2 claws) and +8 melee (1d8+2, bite) or +8 ranged (1d8+2/19-20, 6 spikes); Space/Reach 10 ft./5 ft.; SA Spikes; SQ Darkvision 60 ft., low-light vision, scent; AL LE; SV Fort +9, Ref +7, Will +3; Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9

Skills and Feats: Listen +5, Spot +9, Survival +1; Flyby Attack, Multiattack, Track, Weapon Focus (spikes)

Manticore

Manticore
Large Magical Beast
Hit Dice:
6d10+24 (57 hp)
Initiative:
+2
Speed:
30 ft. (6 squares), fly 50 ft. (clumsy)
Armor Class:
17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple:
+6/+15
Attack:
Claw +10 melee (2d4+5) or 6 spikes +8 ranged (1d8+2/19-20)
Full Attack:
2 claws +10 melee (2d4+5) and bite +8 melee (1d8+2); or 6 spikes +8 ranged (1d8+2/19-20)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Spikes
Special Qualities:
Darkvision 60 ft., low-light vision, scent
Saves:
Fort +9, Ref +7, Will +3
Abilities:
Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9
Skills:
Listen +5, Spot +9, Survival +1
Feats:
Flyby Attack, Multiattack, Track B, Weapon Focus (spikes)
Environment:
Warm marshes
Organization:
Solitary, pair, or pride (3-6)
Challenge Rating:
5
Treasure:
Standard
Alignment:
Usually lawful evil
Advancement:
7-16 HD (Large); 17-18 HD (Huge)
Level Adjustment:
+3 (cohort)

A typical manticore is about 10 feet long and weighs about 1,000 pounds. Manticores speak Common.

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 (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.

Skills: *Manticores have a +4 racial bonus on Spot checks.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Claw +10 melee (2d4+5) or 6 spikes +8 ranged (1d8+2/19-20), or 2 claws +10 melee (2d4+5) and bite +8 melee (1d8+2); or 6 spikes +8 ranged (1d8+2/19-20)

feats: FLYBY ATTACK, MULTIATTACK, WEAPON FOCUS (SPIKES), TRACK,