[top]MANTICORE

Large (Magical Beast)
CR 5
HP 57, hd6d10+24
AC 17 (?1 size, +2 Dex, +6 natural), touch 11, flat-fooded 15
Fort +9, Ref +7, Will +3
Speed 30 ft. (6 squares), fly 50 ft. (clumsy)
Initiative +2
Spot , Listen
Standard attacks
BAB +6, Grapple +15
Attacks
Full attack: 2 claws +10 melee (2d4+5) and bite +8 melee (1d8+2); or 6 spikes +8 ranged (1d8+2/19?20)
Special Attacks/Qualities
Spikes
Darkvision 60 ft., low-light vision, scent
Skills Listen +5, Spot +9, Survival +1
Feats Flyby Attack, Multiattack, TrackB, Weapon Focus (spikes)
Str 20
Con 19
Dex 15
Int 7
Wis 12
Cha 9
Alignment Usually lawful evil,
Environment Warm marshes,
Organisation Solitary, pair, or pride (3?6)


A typical manticore is about 10 feet long and weighs about 1,000 pounds. Manticores speak Common.

[top]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.
SEE WIKIPEDIA ENTRY: Manticore

System Reference Document -> List of Creatures (SRD)
 
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.
 

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