Manticore
Manticores are fierce predators that patrol a wide area in search of fresh meat. A typical manticore is about 10 feet long and weighs about 1,000 pounds. Some have more human-like heads, usually with beards. Males and females look much alike.
Manticores eat any meat, even carrion, though they prefer human flesh and rarely pass up an opportunity for such a delicacy. They are smart and social enough to bargain with or bully evil humanoids into alliances or offering tribute, and more powerful creatures may hire or bribe them to guard or patrol a place or area. They like lairs in high places, such as hilltops and caves in cliffs.
Although manticores were likely a magical creation, they have long since established themselves as a naturally occurring species. Curiously, manticores seem strangely fecund, and can interbreed with a number of other similarly shaped creatures, including lions, dire lions, lamias, sphinxes, and even chimeras. The progeny of a manticore and an unusual mate is summarized on the table below.
| Manticore's Mate | Offspring |
|---|---|
| Lion | Standard manticore |
| Dire lion | Advanced manticore |
| Lamia | Lamia with spiked tail and spikes special attack |
| Sphinx | Sphinx with spiked tail and spikes special attack |
| Chimera | Chimera with spiked tail and spikes |
| special attack | |
- HP
- 57 (6d10+24)
- AC
- 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
- Speed
- 30 ft., fly 50 ft. (clumsy)
- Init
- +2
- Melee
- bite +10 (1d8+5), 2 claws +10 (2d4+5)
- Ranged
- 4 spikes +8 (1d6+5)
- Space
- 10 ft.
- Reach
- 5 ft.
- BAB
- +6
- CMB
- +12
- CMD
- 24 (28 vs. trip)
- Fort
- +9
- Ref
- +7
- Will
- +3
- Racial Modifiers
- +4 Perception, +4 Survival when tracking
Feats, Traits & Items
When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Fly -3, Perception +9, Survival +4 (+8 tracking)
- Type
- Magical Beast
- Alignment
- LE
- Size
- Large
- Environment
- warm hills and marshes
- Organization
- solitary, pair, or pride (3-6)
- Treasure
- standard
- Senses
- darkvision 60 ft., low-light vision, scent; Perception +9
- Languages
- Common
- Source
- Bestiary
Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.
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Uses feat: Flyby Attack (Feat)Cites Paizo Inc., a publisher in our reference directory. Citation reviewed by a moderator.
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Uses feat: Hover (Feat)Cites Paizo Inc., a publisher in our reference directory. Citation reviewed by a moderator.
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Uses feat: Weapon Focus (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
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