Immunity: —
Weakness: —
Movement: Fly
Might
+4
Agility
+3
Reason
0
Intuition
0
Presence
-1
◆
2d10 + 4
Signature Ability
Melee,
Strike,
Weapon
◎ Main action
⚔ Melee 1
◎ One creature or object
≤11
12 damage; A<2 bleeding (save ends)
12–16
17 damage; A<3 bleeding (save ends)
17+
21 damage; A<4 bleeding (save ends)
Effect: If the target is frightened, this ability gains an edge.
Ranged,
Strike,
Weapon
◎ Main action
⚔ Ranged 10
◎ Two creatures or objects
≤11
6 damage; A<2 4 poison damage
12–16
11 damage; A<3 4 poison damage, weakened (save ends)
17+
14 damage; A<4 4 poison damage, weakened (save ends)
1 Malice: While weakened this way, a target takes 1d6 poison damage at the start of each of their turns.
Melee,
Strike,
Weapon
◎ Maneuver
⚔ Melee 1
◎ Two creatures or objects
≤11
Slide 1; A<2 3 damage
12–16
Slide 2; A<3 5 damage
17+
Slide 4; A<4 7 damage
Ranged
◎ Triggered action
⚔ Ranged 10
◎ The triggering creature
Trigger: A creature within distance deals damage to the manticore.
Effect: The manticore shifts up to 5 squares into the air, then can use Tail Spike against the target.
⚔ 5 burst
◎ Each creature in the area
≤11
Frightened (EoT); if the target is frightened, P<2 they are instead frightened (save ends)
12–16
Frightened (EoT); if the target is frightened, P<3 they are instead frightened (save ends)
17+
Frightened (EoT); if the target is frightened, P<4 they are instead dazed (save ends)
⚔ Self
◎ Self
Effect: The manticore shifts up to their speed, then can use Tail Spike against each enemy within distance of that ability.
⚔ Self
◎ Self
Effect: The manticore sours their poison with enmity. Until the end of the encounter, the manticore has a double edge on power rolls against weakened creatures. Additionally, any creature weakened by the manticore's Tail Spike ability has their speed halved and takes an extra 3 poison damage at the start of each of their turns.
★
Solo Monster
End Effect: At the end of each of their turns, the manticore can take 10 damage and end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The manticore can take two turns each round. They can't take turns consecutively.
★
Agile Predator
Whenever the manticore deals damage to a creature, they don't provoke opportunity attacks from that creature during that turn.