Manticore | CR 5 |
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Usually LE Large Magical Beast Init +2; Senses darkvision 60 ft., low-light vision, scent; Listen +5, Spot +9 Languages Common |
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AC 17, touch 11, flat-footed 15 hp 57 (6 HD) Fort +9, Ref +7, Will +3 |
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Speed 30 ft., fly 50 ft. (clumsy) Melee 2 claws +10 (2d4+5) and bite +8 (1d8+2) Ranged 6 spikes +8 (1d8+2/19-20) Space 10 ft.; Reach 5 ft. Base Atk +6; Grp +15 Atk Options Flyby Attack |
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Abilities Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9 Feats Flyby Attack, Multiattack, Weapon Focus (spikes), Track Skills Listen +5, Spot +9, Survival +1 Advancement 7-16 HD (Large); 17-18 HD (Huge) Level adjustment +3 (cohort) |
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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. |