Manticore
Large Magical Beast — CR 5
Manticore is a D&D 3.5 monster from MM, p. 179. CR 5, HD 6d10+24 (57 hp).
- Hit Dice
- 6d10+24 (57 hp)
- Initiative
- +2
- Speed
- Land 30 ft
- Armor Class
- 17, 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)
- STR
- 20
- DEX
- 15
- CON
- 19
- INT
- 7
- WIS
- 12
- CHA
- 9
- Fort / Ref / Will
- +9 / +7 / +3
- Challenge Rating
- 5
- Alignment
- Usually Lawful-Evil
- Organization
- Solitary, pair, or pride (3–6)
- Treasure
- Standard
- Environment
- Marshes
- Level Adjustment
- +3
Special Abilities
Feats
This creature is a monster in every sense of the word. It has the head of a vaguely humanoid beast, the body of a lion, and the wings of a dragon. The creature’s back is set with curved barbs, and its long tail ends in a cluster of deadly spikes.
Description
Manticores are fierce creatures that hunt widely for living flesh. They are cunning and evil. A manticore can be a deadly enemy or a powerful ally.
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.