Manticore |
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6d10+24 (57 hp) |
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+2 |
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30 ft. (6 squares), fly 50 ft. (clumsy) |
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17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 |
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+6/+15 |
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Claw +10 melee (2d4+5) or 6 spikes +8 ranged (1d8+2/19-20) |
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2 claws +10 melee (2d4+5) and bite +8 melee (1d8+2); or 6 spikes +8 ranged (1d8+2/19-20) |
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10 ft./5 ft. |
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Spikes |
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Darkvision 60 ft., low-light vision, scent |
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Fort +9, Ref +7, Will +3 |
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Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9 |
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Flyby Attack, Multiattack, Track B, Weapon Focus (spikes) |
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Warm marshes |
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Solitary, pair, or pride (3-6) |
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5 |
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Standard |
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Usually lawful evil |
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+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.
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.