SYSTEM REFERENCE DOCUMENT 3.5 |
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Large Magical Beast (Augmented Animal, Extraplanar) (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: |
smite evil |
Special Qualities: |
Low-light vision, damage resistance 5/magic, darkvision 60ft, resistance to acid 5 cold 5 and electricity 5, spell resistance 9 |
Saves: |
Fort +4, Ref +4, Will +2 |
Abilities: |
Str 15, Dex 11, Con 10, Int 3, Wis 12, Cha 2 |
Skills: |
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Feats: |
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Environment: |
Any Good-aligned plane |
Organization: |
Solitary or school (2–5) |
Challenge Rating: |
2 |
Alignment: |
Always good (any) |
Advancement: |
5–6 HD (Medium) |
Level Adjustment: |
+2 |
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.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -- In this case +4.