3e SRD:Manticore

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Manticore

Size/Type: Huge Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +2 (Dex)
Speed: 30 ft., fly 50 ft. (clumsy)
AC: 16 (-2 size, +2 Dex, +6 natural)
Attacks: 2 claws +9 melee, bite +7 melee; or 6 spikes +6 ranged
Damage: Claw 2d4+5, bite 1d8+2; or spike 1d8+2
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Spikes
Special Qualities: Scent
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9
Skills: Listen +9, Spot +9*
Feats: Multiattack
Climate/Terrain: Warm and temperate land and underground
Organization: Solitary, pair, or pride (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 7-16 HD (Huge); 17-18 HD (Gargantuan)

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. This attack has a range of 180 feet with no range increment. A spike threatens a critical hit on a natural attack roll of 19 or 20. The creature can launch only twenty-four spikes in any one day.

Skills: Manticores receive a +4 racial bonus to Spot checks in daylight.



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