Random hit points: 59 61 64 55 57 68 73 62 50 59
|Large Magical Beast
||6d10+24 (57 hp)
||30 ft. (6 squares), fly 50 ft. (clumsy)
||17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
||Claw +10 melee (2d4+5) or 6 spikes +8 ranged (1d8+2/19-20)
||2 claws +10 melee (2d4+5) and bite +8 melee (1d8+2); or 6 spikes +8 ranged (1d8+2/19-20)
||10 ft./5 ft.
||Darkvision 60 ft., low-light vision, scent
||Fort +9, Ref +7, Will +3
||Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9
||Listen +5, Spot +9, Survival +1
||Flyby Attack, Multiattack, Track B, Weapon Focus (spikes)
||Solitary, pair, or pride (3-6)
||Usually lawful evil
||7-16 HD (Large); 17-18 HD (Huge)
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.
Skills: Manticores have a +4 racial bonus on Spot checks.