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  SYSTEM REFERENCE DOCUMENT 3.5  
MANTA RAY

 

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.

Combat

*If threatened, a manta ray uses its size and weight to ram opponents. This is treated as a secondary attack.

Skills: 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.

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