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Manticore

Hit Dice:6d10+24 (57 hp)
Initiative:+2
Speed:30 ft. (6 squares), fly 50 ft. (clumsy)
Armor Class:17 (–1 size, +2 Dex, +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:Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 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)

A typical manticore is about 10 feet long and weighs about 1,000 pounds. 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 (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.