Encounters: Dales, Cormyr, Sembia - Cultivated Areas
Manticore (CR 5)
Large Magical Beast
Alignment: Usually lawful evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +5, and Spot +9
AC: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Hit Dice: 6d10+24 (57 hp)
Fort +9, Ref +7, Will +3
Speed: 30 ft., fly 50 ft. (clumsy)
Space: 10 ft./5 ft.
Base Attack +6; Grapple +15
Attack: Claw +10 melee or 6 spikes +8 ranged
Full Attack: 2 claws +10 melee, bite +8 melee; or 6 spikes +8 ranged
Damage: Claw 2d4+5, bite 1d8+2; or spike 1d8+2/19-20
Special Attacks: Spikes
Abilities: Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9
Feats: Flyby Attack; Multiattack; Weapon Focus (spikes)
Skills: Listen +5, Spot +9, and Survival +1
Advancement: 7-16 HD (Huge); 17-18 HD (Gargantuan)
Climate/Terrain: Warm marshes
Organization: Solitary, pair, or pride (3-6)
Source: Monster Manual
Spikes (Ex): With a snap of its tall a manticore can loose a volley of six spikes as a standard action. This attack has a range of 180 feet with no range increment. A spike threatens a critical hit on a natural attack roll of 19 or 20. The creature can launch only twenty-four spikes in any one day.
Skills: Manticores receive a +4 racial bonus to Spot checks in daylight.
A manticore begins most attacks with a volley of spikes, then closes. In the outdoors, it often uses its powerful wings to stay aloft during battle.