SYSTEM REFERENCE DOCUMENT 3.5 |
|
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: |
|
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.
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.