A monstrous visage, a feline body with wings not unlike a draconid erupting from its back, a tail similar to that a of a Wyvern or Drake trailing behind it, though shorter admittedly. Its fur coat a tawny orange and yet speckled with scales of a pale almost ghostly transluscent nature as if the creature's clear distant tane genetics were poisoned or somehow diluted to the point of being but a ghost of a suggestion. Its powerful, whiplash like, but robust and with four barbed spikes at its end, their points and form not unlike that of porcupine quills, though of a near three foot long persuasion. Most disconcerting and perhaps most terrifying however is the creature's face, its visage. For the head and ears of a lion are present, yet the mouth, eyes and nose, though proportioned wrong, its jaws capable of opening to the distance of a great hunting cat with teeth to match...the creatures lips, facial shape, cheeks, eyes, and even nose are distinctly of a humanoid persuasion, human or elf-esque. It roars defiantly at your presence and perhaps most shockingly of all...it speaks! | |
Perception | 1d20+11 |
Languages | Valarian (Common), Void-Tongue, Feriak |
Skills | Athletics: 1d20+7 , Acrobatics: 1d20+9 , Intimidate: 1d20+8 , Intuition: 1d20+9 , Navigation (Aerial): 1d20+7 , Navigation (Terrestrial): 1d20+7 , Stealth: 1d20+9 , Survival: 1d20+9 |
STR +5 , DEX +2 , CON +4 , INT -2 , WIS +2 , CHA -1 | |
AC | 22 |
Saving Throws | Fort 1d20+11 , Ref 1d20+11 , Will 1d20+9 , Power Save (Strength): 1d20+12 , Logic Save (Intelligence): 1d20+5 , Ego Save (Charisma): 1d20-1 |
HP | 70 5d12+30 - Immunities N/A - Weaknesses N/A - Resistances N/A |
Speed | 25 feet (40 feet flying) |
Melee | Melee, Bite: 1d20+12 to hit. 2d8+5 piercing damage. Melee, Claw Swipe: 1d20+12 to hit. 2d6+5 slashing damage. |
Ranged | Spike Sling: Range=40 feet. 1d20+9 to hit. 1d10+2 piercing damage. |
Special Abilities | Tough as Nails: Gets its Constitution Modifer as an Armor Boost to Armor Class. Already included on sheet. Darkvision: Manticores can see quite well in the dark, like most any feline creature. They have Darkvision out to 60 feet. Magick Mutate: Wyrids, all wyrids have some innate sense and resistance to the forces of the arcane. Manticores are no exception, rolling any Saving Throws against an arcane effect or spell at +2 Scent: +4 on Perception checks within 60 feet Unfurl/Fold Away: A manticore, as a single action, can either have its wings flex, the complex joint system in its shoulders and within the wings themselves causing them to rapidly accordion fold over themselves in a collapse like fashion and lie, resting over the creature's back. Alternatively they can also flex their many muscles and joints with great power and rapidly unfurl and flex free these wings at notable velocity. When they do this, any creature that is adjacent to the manticore must attempt a Power Save DC 22. If they critically fail, they are thrown back ten feet and land prone, taking 1d6+5 Bludgeoning damage. If they merely fail, they are only thrown back five feet, taking no damage, but are still prone. If they succeed they are pushed back five feet but keep their footing. If they critically succeed they are not forced back at all. Tail Spines: Manticores can fling these fearsome weapons like javelins and with surprising accuracy out to a terrifying distance. The strange and mutated biology of this creature effects these spines, this does not hurt the creature to do this, and they will grow entirely new ones to replace any used over the course of a Rest. As such manticores have no qualm or quandry about using this fearsome weapon. Spine Volley: The manticore flings two of its tail spines, choosing to sling one at two different creatures, or both at the same creature. If targeting two different creatures they must be within 20 feet of each other. The manticore rolls both attacks separately however they only count as one attack for purposes of calculating Multiple Attack Penalty. If flinging both at the same target, it rolls but one attack, and if it hits, it merely deals 1 spine worth of damage, but the second spine then pins the target in place, immobilizing them unless they successfully escape, which requires a DC 21 Athletics or some other appropriate skill check. |
Advancement/Alteration Options |