Manticore

Large Magical Beast — CR 5

Monster Manual v.3.5 (MM), p. 179Updated 3.5

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.