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

Carnivorous Bite (Action) ♦ 2d10 + 4 ♦ Signature

Keywords Melee, Strike, Weapon
Distance Melee 1 Target 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 (Action) ♦ 2d10 + 4 ♦ Signature

Keywords Ranged, Weapon
Distance Ranged 10 Target 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 (Maneuver)

Keywords Melee
Distance Melee 1 Target 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 (Triggered Action) ♦ 2 VP

Keywords
Distance Ranged 10 Target Triggering creature
Trigger: 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 (Villain Action 1) ♦ 2d10 + 4

Keywords Area, Magic
Distance 5 burst Target 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 (Villain Action 2)

Keywords Ranged, Weapon
Distance Self Target 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)

Keywords
Distance Self Target 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.

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.

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