Manticore

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Manticore token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Manticore

Level 4 Solo
Beast, Manticore EV 72
  1. 2 Size
  2. 10 Speed
  3. 350 Stamina
  4. 2 Stability
  5. 6 Free Strike
Immunity โ€” Weakness โ€”
Movement Fly
  1. Might

    4
  2. Agility

    3
  3. Reason

    0
  4. Intuition

    0
  5. Presence

    -1
  1. Solo Monster

    End Effect: At the end of each of their turns, the manticore can take 10 damage to 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.

  2. Agile Predator

    Whenever the manticore deals damage to a creature, they don't provoke opportunity attacks from that creature during that turn.

  3. Carnivorous Bite 2d10 + 4 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 1 x One creature or object
    ! 12 damage; A < 2 bleeding (save ends) @ 17 damage; A < 3 bleeding (save ends) # 21 damage; A < 4 bleeding (save ends)
    Effect:

    If the target is frightened, this ability gains an edge.

  4. Tail Spike 2d10 + 4

    Ranged, Strike, Weapon Main Action
    o Ranged 10 x Two creatures or objects
    ! 6 damage; M < 2 4 poison damage @ 11 damage; M < 3 4 poison damage, weakened (save ends) # 14 damage; M < 4 8 poison damage, weakened (save ends)
    1 Malice:

    While weakened this way, a target takes 1d6 poison dam- age at the start of each of their turns.

  5. Harrying Claws

    Melee, Strike, Weapon Maneuver
    o Melee 1 x Two creatures or objects
    ! Slide 1; A < 2 3 damage @ Slide 2; A < 3 5 damage # Slide 4; A < 4 7 damage
  6. Reflexive Instinct 2 Malice

    Ranged Triggered Action
    o Ranged 10 x The triggering creature
    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.

  7. Trumpeting Howl 2d10 + 4

    Area, Magic Villain Action 1
    o 5 burst x Each creature in the area
    ! Frightened (EoT); if the target has I < 2 they are instead frightened (save ends) @ Frightened (EoT); if the target has I < 3 they are instead frightened (save ends) # Frightened (EoT); if the target has I < 4 they are instead dazed (save ends)
  8. Cornered Predator

    Villain Action 2
    o Self x Self
    Effect:

    The manticore shifts up to their speed, then can use Tail Spike against each enemy within distance of that ability.

  9. Debilitating Poison

    โ€” Villain Action 3
    o Self x 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.

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Manticore Malice


  1. Uncanny Mimicry 3 Malice

    1. The manticore uses their mimicry in an attempt to unnerve one creature within their line of effect. If the target has R < 4, they take a bane on power rolls against the manticore (save ends). Each time this feature is used against the same target during the encounter, its potency decreases by 2.

  2. Solo Action 5 Malice

    1. The manticore takes an additional main action on their turn. They can use this feature even if they are dazed.

  3. Desperate Howl 5 Malice

    1. The manticore lets out an unnerving cry. Each enemy within the manticore's line of effect makes an Intuition test.

    2. ! Frightened (save ends) @ Frightened (EoT) # No effect
  4. Barrage of Barbs 7 Malice

    1. The manticore sprays tail spikes across the ground within 5 squares of them. Each enemy in that area who has A < 3 is bleeding (save ends). Additionally, the area is difficult terrain, and any enemy takes 3 poison damage for each square of the area they enter. An enemy who takes 9 poison damage this way on one turn is weakened until the end of the encounter

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