Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
Magic Resistance. The manticore's Nyxborn nature gives it has advantage on saving throws against spells and other magical effects.
Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Chromatic Breath (Recharge 5–6). The manticore exhales fire in a 30-foot cone. Roll 10d10; the total is how many hit points of creatures the manticore can affect. Creatures in the area are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by the manticore is blinded until the end of the manticore's next turn and take 4(1d8) acid, cold, fire, lightning, or thunder damage (the manticore's choice). Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
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