3e SRD:Manticore
This material is published under the OGL 1.0a. |
Manticore
Size/Type: | Huge Magical Beast |
---|---|
Hit Dice: | 6d10+24 (57 hp) |
Initiative: | +2 (Dex) |
Speed: | 30 ft., fly 50 ft. (clumsy) |
AC: | 16 (-2 size, +2 Dex, +6 natural) |
Attacks: | 2 claws +9 melee, bite +7 melee; or 6 spikes +6 ranged |
Damage: | Claw 2d4+5, bite 1d8+2; or spike 1d8+2 |
Face/Reach: | 10 ft. by 20 ft./10 ft. |
Special Attacks: | Spikes |
Special Qualities: | Scent |
Saves: | Fort +9, Ref +7, Will +3 |
Abilities: | Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9 |
Skills: | Listen +9, Spot +9* |
Feats: | Multiattack |
Climate/Terrain: | Warm and temperate land and underground |
Organization: | Solitary, pair, or pride (3-6) |
Challenge Rating: | 5 |
Treasure: | Standard |
Alignment: | Usually lawful evil |
Advancement: | 7-16 HD (Huge); 17-18 HD (Gargantuan) |
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. This attack has a range of 180 feet with no range increment. A spike threatens a critical hit on a natural attack roll of 19 or 20. The creature can launch only twenty-four spikes in any one day.
Skills: Manticores receive a +4 racial bonus to Spot checks in daylight.
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