Manticore

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Manticore

Manticore.png

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 bite +10 melee (1d8+2), or sting +10 melee (1d8+2 plus paralyze), or 6 spikes +8 ranged (special)
Full Attack: 2 claws +10 melee (2d4+5), bite +8 melee (1d8+2), or sting +8 melee (1d8+2 plus paralyze); or 6 spikes +8 ranged (special)
Space/Reach: 10 ft./5 ft.
Special Attacks: Paralyzing Sting, Paralyzing 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 3, Wis 12, Cha 9
Skills: Listen +5, Spot +9, Survival +1
Feats: Flyby Attack, Multiattack, Track, Weapon Focus (spikes)
Environment: any
Organization: Solitary, pair, or pride (3–6)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually lawful boyish
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 are not able to speak.

Combat

Special Abilities

  • Paralyzing Sting (Ex): With the stinger on its tail, a manticore may make a poisonous attack against its opponents. If the attack hits and deals damage, each target must make a DC 15 Fortitude Save against poison or instantly become paralyzed.
  • Paralyzing 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 twelve spikes in any 24-hour period. If the attack hits each target must make a DC 15 Fortitude Save against poison or instantly become paralyzed.
  • Skills: *Manticores have a +4 racial bonus on Spot checks.