AC 14 (natural armor)
HP 68 (8d10 + 24; bloodied 34)
Speed 30 ft., fly 50 ft.
Proficiency +2; Maneuver DC 13
Senses darkvision 60 ft., passive Perception 11
Languages Common
ACTIONS
Multiattack. The manticore attacks with its bite and its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the manticore moves at least 20 feet straight towards the target before the attack, the target makes a DC 13 Strength saving throw , falling prone on a failure.
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Tail Spike Volley (4/Day). The manticore fires tail spikes in a 5-foot-wide, 60-foot-long line. Each creature in the area makes a DC 12 Dexterity saving throw , taking 14 (4d6) piercing damage on a failure or half damage on a success.
REACTIONS
Tail Whip. If a creature the manticore can see hits it with a melee attack, the manticore attacks the attacker with its tail. If it hits, it can fly up to half its fly speed without provoking opportunity attacks from the attacker.
Combat
The manticore fires a tail spike volley from a distance, preferably from the air. It then flies past an opponent, attacking with its tail from 10 feet away to avoid opportunity attacks. Finally, it charges at least 20 feet and attacks with its claws and bite. If bloodied, it falls back and uses the rest of its tail spikes. It flees only if its tail spike volleys have been depleted.
Manticore Names
Ageera, Baxandrimas, Cleomides, Hagerond, Neropa, Vizandanter
Legends and Lore
With a History or Nature check, characters can learn the following:
DC 10 Manticores have the bodies of lions, humanoid faces, dragon-like wings, and spike-tipped tails. They’ll eat anything that moves, but prefer humanoids.
DC 15 A manticore can fling the spikes on its tail like an archer fires arrows.
DC 20 No matter how hungry it is, a manticore would rather talk than fight. Peacefully ending a conversation with a manticore, however, requires a silver tongue.
Terrible amalgamations of lion and dragon, manticores have tails tipped with clusters of bony spikes and the faces of scowling humanoids. They haunt forlorn places far from civilization. Their foul dispositions force most manticores to live in isolation, although sometimes they form prides to take down giant eagles , hippogriffs , or groups of humanoids, their favorite prey.
Savage Raconteurs. Manticores consider themselves excellent conversationalists and genuinely enjoy chatting with other creatures. A manticore will often forgo attacking so long as it remains engaged in conversation. Unfortunately, manticores are not nearly as witty as they believe themselves to be. Often, travelers must enrage a manticore to avoid suffering another of the monster’s long-winded anecdotes.
Unwitting Servants. Manticores are too proud to serve others but too dim-witted to recognize when they are being manipulated. Evil creatures such as hags or lamias sometimes trick manticores into serving them by offering them “tributes” of treasure or food. Such alliances fall apart if the talkative creatures are neglected, or if the duplicitous nature of their master is revealed.
1 Attacks on sight
2 Demands surrender and tribute
3 In its nest or lair
4 Patrolling for an evil master or a manticore pride
1 Strange bony spikes litter the path
2 A humanoid corpse, mauled and riddled with bony spikes
3 A distant roar
4 Lion footprints that abruptly disappear
While manticores can be found anywhere, they prefer warm climates.
CR 3–4 manticore , adamanticore
CR 5–10 2 or 3 manticores ; manticore with chimera
Treasure 300 gp, battered half plate armor, potion of superior healing , medallion of thoughts