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|Size/Type:||Huge Magical Beast|
|Hit Dice:||6d10+24 (57 hp)|
|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.|
|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*|
|Climate/Terrain:||Warm and temperate land and underground|
|Organization:||Solitary, pair, or pride (3-6)|
|Alignment:||Usually lawful evil|
|Advancement:||7-16 HD (Huge); 17-18 HD (Gargantuan)|
CombatA 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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