Manticore

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A monster with the head of a man, the body of a lion and a spiked missile-throwing tail. A typical manticore is about 10 feet long and weighs about 1,000 pounds. Manticores can speak but rarely choose to do so.

Source(s)

3.5E Monster Manual I, 3E Monster Manual I, Monstrous Compendium Volume 1, Expert Boxed Set, 1E Monster Manual 1, Rules Cyclopedia, Classic D&D Game, Monstrous Manual

Manticore
Size/Type 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 Dexterity, +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 Strength 20, Dexterity 15, Constitution 19, Intelligence 7, Wisdom 12, Charisma 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)

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

Ultimate Equipment Guide II

Author Greg Lynch, J. C. Alvarez
Publisher Mongoose Publishing
Publish date 2005
ISBN 1-904854-97-4
OGL Section 15 ueg2
Content Puller Mark Gedak

Netbook can be found on the following website

The Grand OGL Wiki

The material below is designated as Open Game Content

Cruel and vicious, a manticore makes a powerful guardian animal or mount. To be used as a mount, some of the spikes along the creature’s back must be removed.

Young

Purchasing a creature when it is young and immature is more expensive than purchasing it when it is still in the egg, but also has two distinct advantages. The first and most obvious is that the creature has already successfully hatched, while purchasing an egg means gambling the creature will survive. The second is that the creature is old enough to be trained, meaning it is much closer to being able to serve the buyer as a mount, pack animal or guardian beast.

Manticore Young: 7,000 gp

Training

Left untrained, a beast like a manticore is worse than useless – it is dangerous. A skilled trainer is able to teach the creature to serve a human master, though the necessary training regimen varies wildly from creature to creature. The price listed for training includes any potential healing needs the trainer may have in the course of working with the beast.

Manticore Training: 2,500 gp

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