Name | Manticore |
---|---|
Sorted Name | Manticore |
Family | Manticore |
Size and Type | Large Magical Beast |
Hit Dice Count | 6 |
Hit Dice | 6d10+24 (57 hp) |
Random Hit Points | 6d10+24 - 24 |
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, Weapon Focus (spikes) |
Bonus Feats | Track |
Environment | Warm marshes |
Challenge Rating | 5 |
Organization | Solitary, pair, or pride (3-6) |
Treasure | Standard |
Alignment | Usually lawful evil |
Advancement | 7-16 HD (Large); 17-18 HD (Huge) |
Level Adjustment | +3 (cohort) |
Version | SRD |
Sources | System 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
A typical manticore is about 10 feet long and weighs about 1,000 pounds. Manticores speak Common. CombatA 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,