Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
Ice Walk. The albino manticore can move across and climb over icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Snow Camouflage. The albino manticore has advantage on Dexterity (stealth) checks made to hide in snowy terrain.
Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes, or one breath attack and one tail attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 2 (1d4) cold 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 60/120 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 2 (1d4) cold damage.
Icy Breath (Recharge 6). Ranged Weapon Attack: The albino manticore exhales an icy blast in a 40-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking (6d8) cold damage on a failed save, or half as much damage on a successful one.
Description
An albino manticore has a slightly humanoid head, the body of a lion, and the snow owl. And its long tail ends in a cluster of deadly spikes that can impale prey at impressive range. These particular ones live in polar regions and are slightly larger than normal manticores. They hunt large animals like caribou and polar bears and live in caves, where they raise their young. They possess large wings which they use to scout for prey, patrol their territory, and shield themselves or their young from the cold. They also have thick coats of fur that help them resist the cold. Albino manticores also have a decent sized set of horns that are mostly for show in mating purposes.
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