Size/Type: | 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, TrackB, 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.
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.
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.
*Manticores have a +4 racial bonus on Spot checks.