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|This material is published under the OGL 1.0a.|
|Size/Type:||Large Magical Beast|
|Hit Dice:||6d10+24 (57 hp)|
|Speed:||30 ft. (6 squares), fly 50 ft. (clumsy)|
|Armor Class:||17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 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)|
|Space/Reach:||10 ft./5 ft.|
|Special Qualities:||Darkvision 60 ft., low-light vision, scent|
|Saves:||Fort +9, Ref +7, Will +3|
|Abilities:||Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9|
|Skills:||Listen +5, Spot +9, Survival +1|
|Feats:||Flyby Attack, Multiattack, TrackB, Weapon Focus (spikes)|
|Organization:||Solitary, pair, or pride (3–6)|
|Alignment:||Usually lawful evil|
|Advancement:||7–16 HD (Large); 17–18 HD (Huge)|
|Level Adjustment:||+3 (cohort)|
A typical manticore is about 10 feet long and weighs about 1,000 pounds. Manticores speak Common.
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.
SEE WIKIPEDIA ENTRY: Manticore