Manticore 2014
CR 3 monstrosity
Large monstrosity, chaotic evil
The manticore can mimic Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 WIS (Insight) check.
The manticore is resistant to exhaustion and to the frightened condition.
The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
Actions
The manticore makes one Bite attack and two Claw attacks, or it makes two Tail Spike attacks. If both Tail Spike attacks hit one creature, the target must succeed on a DC 13 CON save or be poisoned until the end of its next turn.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.
Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8+3) piercing damage plus 5 (2d4) poison damage.
Reactions
When a creature the manticore can see hits it with a melee attack while within 5 feet of it, the manticore can jab a spike into the attacker. The attacker must succeed on a DC 13 DEX save or take 5 (2d4) poison damage.
Other versions
Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details