Manticore
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Revision as of 16:18, 9 November 2011 by Nomad (talk | contribs) (New page: Category:d20 MLP Category:NSC ===Manticore=== Image:Manticore.png :Large Magical Beast :Hit Dice: 6d10+24 (57 hp) :Initiative: +2 :Speed: 30 ft. (6 squares), fly 50 ft. (clu...)
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, TrackB, 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.