Manticore

large Monstrosity

Armor Class 14 (natural armor)

Hit Points 80

Speed fly +50, walk +30

Challenge 3

STR
16
+3
DEX
16
+3
CON
16
+3
INT
6
-2
WIS
12
+1
CHA
8
-1

Saving Throws cha -1, con +3, dex +3, int -2, str +3, wis +1

Damage Resistances Monstrosity Resilience

Senses darkvision 60 ft.

Languages Common

Special Abilities

Mimicry. The manticore can mimic Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 WIS (Insight) check.

Monstrosity Resilience. The manticore is resistant to exhaustion and to the frightened condition.

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 one Bite attack and two Claw attacks, or it makes two Tail Spike attacks. If both Tail Spike attacks hit one creature, the target must succeed on a DC 13 CON save or be poisoned until the end of its next turn.

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:_ 10 (2d6+3) slashing damage.

Tail Spike. _Ranged Weapon Attack:_ +5 to hit, range 100/200 ft., one target. _Hit:_ 7 (1d8+3) piercing damage plus 5 (2d4) poison damage.

Reactions

Spiky Retaliation. When a creature the manticore can see hits it with a melee attack while within 5 feet of it, the manticore can jab a spike into the attacker. The attacker must succeed on a DC 13 DEX save or take 5 (2d4) poison damage.

Source: Black Flag SRD · OGL/Open