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 D20
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This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
|  D20
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MANTA RAY
| Size/Type:
| Large Animal (Aquatic)
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| Hit Dice:
| 4d8 (18 hp)
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| Initiative:
| +0
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| Speed:
| Swim 30 ft. (6 squares)
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| Armor Class:
| 12 (–1 size, +3 natural), touch 9, flat-footed 12
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| Base Attack/Grapple:
| +3/+9
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| Attack:
| Ram –1 melee* (1d6+1)
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| Full Attack:
| Ram –1 melee* (1d6+1)
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| Space/Reach:
| 10 ft./5 ft.
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| Special Attacks:
| —
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| Special Qualities:
| Low-light vision
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| Saves:
| Fort +4, Ref +4, Will +2
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| Abilities:
| Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 2
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| Skills:
| Listen +7, Spot +6, Swim +10
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| Feats:
| Alertness, Endurance
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| Environment:
| Warm aquatic
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| Organization:
| Solitary or school (2–5)
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| Challenge Rating:
| 1
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| Treasure:
| None
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| Alignment:
| Always neutral
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| Advancement:
| 5–6 HD (Medium)
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| Level Adjustment:
| —
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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.
SEE WIKIPEDIA ENTRY: Manta Ray
System Reference Document -> List of Creatures (SRD)