Manticore

Level 4 Solo
Beast, Manticore EV 60
Stamina 350
Speed 10 (fly) Size 2 / Stability 3
Free Strike 6

Might

4

Agility

3

Reason

0

Intuition

0

Presence

-1

Solo Monster

Solo Turns The manticore takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, the manticore can take one action and one maneuver per turn.

End Effect At the end of their turn, the manticore can take 10 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.

Agile Predator

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

Carnivorous Bite 2d10 + 4

Melee, Strike, Weapon Signature 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:

This ability has an edge against frightened targets.

Tail Spike 2d10 + 4

Ranged, Weapon Action
Ranged 10 Two creatures or objects
≤11: 10 damage;
M<2 3 poison damage
12—16: 15 damage;
M<3 7 poison damage, weakened (save ends)
17+: 19 damage;
M<4 10 poison damage, weakened (save ends)
1 Malice:

A target weakened from this ability takes 1d6 poison damage at the start of each of their turns until the condition ends.

Harrying Claws

Melee 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

Reflexive Instinct (2 Malice)

Triggered Action
Ranged 10 Triggering creature
A creature deals damage to the manticore.
Effect:

The manticore shifts up to 5 into the air, then uses their Tail Spike ability against the target.

Trumpeting Howl 2d10 + 4

Area, Magic Villain Action 1
5 burst All creatures
≤11: Frightened (EoT) or I<2 (save ends) 12—16: Frightened (EoT) or I<3 (save ends) 17+: Frightened (save ends);
I<4 dazed (save ends)

Cornered Predator

Ranged, Weapon Villain Action 2
Self Self
Effect:

The manticore shifts up to their speed, then uses their Tail Spike ability against each enemy within 10 squares.

Debilitating Poison

Villain Action 3
Self Special
Effect:

The manticore sours their own poison with enmity. Until the end of the encounter, the manticore has a double edge on power rolls targeting weakened creatures. A creature.weakened by the manticore’s Tail Spike ability has their speed halved and takes an additional 1d3 poison damage at the start of each of their turns until the condition ends.

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  1. Manticore Malice


    1. Uncanny Mimicry

      3 Malice
      1. The manticore uses their mimicry to unnerve a creature they have line of effect to. The target R<4 has a bane on power rolls made against the manticore (save ends). The potency of this feature decreases by 2 when it’s used against the same target.

    2. Desperate Howl

      5 Malice
      1. The manticore lets out an unnerving cry. Each enemy within 3 of the manticore makes an Intuition test.

      2. ≤11: Frightened (save ends) 12—16: Frightened (EoT) 17+: No effect
    3. Barrage of Barbs

      7 Malice
      1. The manticore sprays needles across the ground within 5 squares of them. Each enemy within 5 squares is A<3 bleeding (save ends). The affected area becomes difficult terrain. An enemy that enters an affected square takes 3 poison damage. If an enemy takes 10 poison damage this way in a single turn, they are weakened until the end of the encounter.

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