Huge Monstrosity, Lawful Evil
Armor Class 16 (natural armor)
Hit Points 184 (18d12 + 100)
Speed 50 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws STR +10, CON +9
Damage Resistances Fire
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Anointed. The Manticore King may not fly, levitate, or be polymorphed by any spell or effect.  A creature that touches the manticore or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Legendary Resistance (2/day). If the Manticore King fails a saving throw, he can choose to succeed instead.

Magic Weapons. The Manticore King’s weapon attacks are magical.

Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

Actions

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: +8 to hit, reach 5 ft., one target. Hit: 7 (2d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (2d6 + 3) slashing damage.

Tail Spike. Ranged Weapon Attack: +8 to hit, range 100/200 ft., one target. Hit: 7 (2d8 + 3) piercing damage and the target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. A creature poisoned by the tail spike has its speed halved and can’t take the Dash action.

Legendary Actions

The Manticore King can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Mantik regains spent legendary actions at the start of his turn.

Move. The Manticore King moves up to his speed without provoking opportunity attacks.

Growl (Costs 2 Actions). The Manticore King lets loose a throaty growl. Each creature within 60 feet who can hear him must succeed on a DC 14 Wisdom saving throw or be frightened of him until the end of its next turn.

Tail Spike (Costs 1 Action). The Manticore King makes a tail spike attack.

Ember Cloud (Costs 3 Actions) A swirling cloud of smoke shot through with white-hot emanates in a 25-foot-radius sphere centered on the manticore. The cloud spreads around corners and is heavily obscured. Due to the manticore's size, it has 3/4 cover from attackers outside of the cloud.  It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

Description

A Manticore “blessed” by The Red Hand.  Much larger than his kin, the Anointed Manticore face looks strikingly more human.  Much of its hair has fallen out, revealing blotchy pink skin.  His tail contains only one large spike, and his black wings appear too withered for flight.  It speaks a strange mix of primordial and common.  His voice gurgles and grinds like wet gravel, and ash and smoke spills from its mouth when it does so.  A handprint has been branded into its forehead, and looks as though it never healed.

Habitat: ArcticCoastalGrasslandHillMountain

RabidApple

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