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|This material is published under the OGL 1.0a.|
|Size/Type:||Large Animal (Aquatic)|
|Hit Dice:||4d8 (18 hp)|
|Speed:||Swim 30 ft. (6 squares)|
|Armor Class:||12 (–1 size, +3 natural), touch 9, flat-footed 12|
|Attack:||Ram –1 melee* (1d6+1)|
|Full Attack:||Ram –1 melee* (1d6+1)|
|Space/Reach:||10 ft./5 ft.|
|Special Qualities:||Low-light vision|
|Saves:||Fort +4, Ref +4, Will +2|
|Abilities:||Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 2|
|Skills:||Listen +7, Spot +6, Swim +10|
|Organization:||Solitary or school (2–5)|
|Advancement:||5–6 HD (Medium)|
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.
*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
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