Large Monstrosity, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 220 (18d12 + 103)
Speed 30 ft., Fly 50 ft.
STR
21 (+5)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Skills Athletics +10
Senses Darkvision 120 ft., Passive Perception 11
Languages Common, Draconic, Sphinx
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Chromatic Resistance. The manticore is immune to the damage type of its last used breath type.

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: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 5) slashing damage.

Tail Spike. Ranged Weapon Attack: +10 to hit, range 100/200 ft., one target. Hit: 10 (2d4 + 5) piercing damage.

Chromatic Breath (Recharge 5–6). When the manticore uses its chromatic breath, roll a d6 to determine its breath type.

1. Acid. The manticore exhales acid in a 60-­foot line that is 5 feet wide which leaves the ground acidic and corrosive to the touch for 1 minute. Each creature in that line must make a DC 19 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Furthermore, each time any creature makes contact with the corrosive ground, or starts their turn on it causes them to take 9 (2d8) acid damage. 

2. Fire. The manticore exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.

3. Ice. The manticore exhales an icy blast in a 60-foot cone. Each creature in that area has their speed reduced by half (rounding down) until the beginning of the manticore's next turn, and must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

4. Lightning. The manticore exhales lightning in a 90-­foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

5. Poison. The manticore exhales poisonous gas in a 60-foot cone. Each creature in that area becomes poisoned until the beginning of the manticore's next turn, and must make a DC 19 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

6. Any choice of breath.

Legendary Actions

The manticore can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The manticore regains spent legendary actions at the start of its turn.

Detect. The manticore makes a Wisdom (Perception) check.

Tail Spike. The manticore makes a tail spike attack.

Wing Attack (Costs 2 Actions). The manticore beats its wings. Each creature within 10 feet of the manticore must succeed on a DC 20 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The manticore can then fly up to half its flying speed.

Description

A manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. Its long tail ends in a cluster of deadly spikes that can impale prey at impressive range.

Habitat: ArcticCoastalGrasslandHillMountain

RevenantFeraie

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