Manticore (Quill Tail)

Creature 6
  • Large
  • beast
Perception
+14; darkvision, scent (imprecise) 30 feet
Languages
Common
Skills
Acrobatics +10, Athletics +15, Intimidation +11, Survival +12
Str +5, Dex +2, Con +4, Int −2, Wis +2, Cha −1
AC
23; Fort +16, Ref +12, Will +12
HP
90
Speed
25 feet, fly 40 feet

Melee ◆ jaws +17 (unarmed), Damage 2d8+8 piercing

Melee ◆ claw +17 (agile, unarmed), Damage 2d6+8 slashing

Ranged ◆ spike +14 (propulsive), Damage 1d10+5 piercing

Spike Volley ◆ The manticore flings up to two spikes from its tail, targeting either two different creatures or a single creature. If the manticore targets two different creatures, these creatures must be within 20 feet of one another, and the manticore makes a separate Strike against each; this counts as only one Strike for the manticore's multiple attack penalty, and the penalty doesn't increase until after both attacks.

If the manticore flings both spikes at the same creature, it makes a single Strike. If the attack hits, it deals the damage of a single spike, but the target is pinned in place, rendering it Immobilized. A creature can get free if it Forces Open the spike or Escapes; either option is DC 23.

A manticore can hurl no more than 12 spikes in 24 hours.

Source: Pathfinder Monster Core

Running this fight? Add the manticore (quill tail) to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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