AC
14
Initiative
+3 (13)
HP
68
(8d10 + 24)
Speed
30 ft., fly 50 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 16 | +3 | +3 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 7 | -2 | -2 |
| WIS | 12 | +1 | +1 |
| CHA | 8 | -1 | -1 |
Actions
Multiattack. The manticore makes three attacks, using Rend or Tail Spike in any combination.
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage.
Tail Spike. Ranged Attack Roll: +5, range 100/200 ft. Hit: 7 (1d8 + 3) Piercing damage.







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Posted Mar 30, 2025So they never run out of tail spikes, then? Just shoot forever?
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Posted Apr 8, 2025Thank Pelor I don't have to track its tail spikes regrowth anymore. What did it matter that it had specifically 24 tail spikes on a given day? That's 8 rounds of combat with 3 attacks each. This thing will live for like, 2-4 rounds. Just say it regrows it immediately - much cooler that way anyway
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Posted May 15, 2025This is not what I thought of when I hear the word Manticore. That is straight up freaky. Kill it with fireball.
Lost the Tail Spike Regrowth trait, which doesn't make sense. It makes sense that they have a limited number of tail spikes, so why remove it?
Used to have a Bite attack that dealt 7(1d8+3) piercing and a Claw that dealt 6(1d6+3) slashing. Now has a Rend that deals 7(1d8+3) slashing. Tail spike is unchanged.
Not much going for this freaky Manticore.
Fusion time! I'd like the Tail Spike Regrowth back. It makes biological sense!
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Posted Aug 10, 2025"biological sense!" NO, science has no place in a fantasy game. In this sense, the GM has all the say in how this works. The "Rend" attack can be anything the GM decides, a bite, claw or tail. Players that comment on GM stuff should at least run a game first. If you don't then you simply don't get it.
You can add spike re-growth if you want it but without it, you'll probably get the same amount of rounds with it cause the average combat never goes past 3 rounds.