Size/Type: | Large Animal (Aquatic) |
---|---|
Hit Dice: | 4d8 (18 hp) |
Initiative: | +0 |
Speed: | Swim 30 ft. (6 squares) |
Armor Class: | 12 (-1 size, +3 natural), touch 9, flat-footed 12 |
Base Attack/Grapple: | +3/+9 |
Attack: | Ram -1 melee* (1d6+1) |
Full Attack: | Ram -1 melee* (1d6+1) |
Space/Reach: | 10 ft./5 ft. |
Special Attacks: | — |
Special Qualities: | Low-light vision |
Saves: | Fort +4, Ref +4, Will +2 |
Abilities: | Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 2 |
Skills: | Listen +7, Spot +6, Swim +10 |
Feats: | Alertness, Endurance |
Environment: | Warm aquatic |
Organization: | Solitary or school (2-5) |
Challenge Rating: | 1 |
Advancement: | 5-6 HD (Medium) |
Level Adjustment: | — |
These fish are nonaggressive and generally avoid contact with other creatures. They filter plankton and similar small organisms from the water through their gaping, toothless maws.
*If threatened, a manta ray uses its size and weight to ram opponents. This is treated as a secondary attack.
A manta ray has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.