Encounters: Storm Horns South
Manticora (CR 6)
Large Magical Beast
Alignment: Always chaotic Evil
Initiative: +0; Senses: darkvision 60 ft., low-light vision, Listen +12, and Spot +12
Languages: Common and one other language of their choice
AC: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Hit Dice: 7d10+21 (59 hp); DR: DR 10/cold iron
Fort +8, Ref +5, Will +4
Speed: 30 ft., fly 50 ft. (clumsy)
Space: 10 ft./10 ft.
Base Attack +7; Grapple +17
Attack: Bite +12 melee
Full Attack: Bite +12 melee, 2 claws +7 melee, gore +7 melee, and sting +7 melee
Damage: Bite 1d8+6, 2 claws 1d6+3, gore 1d8+3/x3, sting 1d6+3 + poison
Special Attacks: Poison, pounce
Abilities: Str 23, Dex 10, Con 17, Int 13, Wis 15, Cha 12
Special Qualities: fast healing 4
Feats: Flyby Attack, Hover, Wingover
Skills: Bluff +6, Hide -4, Listen +12, Spot +12, and Survival +7
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Climate/Terrain: Temperate or Warm mountains
Organization: Solitary, Pair, or Pride (2-5)
Poison (Ex): The tail attack of a Manticora injects a strength-draining poison. Type: Injected; Fort DC 16; Init: 1d6 Str; Sec: 1d6 Str.
Fast Healing (Ex): A manticora heals 4 hit points per round except from fire or acid attacks. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts.
Manticora usually swoop down on foes, attempting to bowl them over before landing to melee their wide array of deadly natural weapons and poison. Since they lack the ability to fling tail spikes, they will often pounce on prey that attempts to keep their distance or use ranged magic against them. Manticora will quickly break off attacks against opponents that have escaped beyond their reach, but while meleeing, tend to go into a blood rage from which they rarely attempt to break off until one side or the other is dead.