D&D 3.5 Monsters

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Manticore

Manticore
Large Magical Beast
Hit Dice:
6d10+24 (57 hp)
Initiative:
+2
Speed:
30 ft. (6 squares), fly 50 ft. (clumsy)
Armor Class:
17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple:
+6/+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 Attacks:
Spikes
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, Track B, Weapon Focus (spikes)
Environment:
Warm marshes
Organization:
Solitary, pair, or pride (3-6)
Challenge Rating:
5
Treasure:
Standard
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.

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.

D20 System
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Copyright © 2005 by Charles Reace Charles-Reace.com

Requires the use of the Dungeons & Dragons, Third Edition Core Books, published by Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.

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