Manticore
Level 4 SoloMight
4Agility
3Reason
0Intuition
0Presence
-1Solo 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 (Action) ♦ 2d10 + 4 ♦ Signature
A<2 bleeding (save ends) 12—16: 17 damage;
A<3 bleeding (save ends) 17+: 21 damage;
A<4 bleeding (save ends)
This ability has an edge against frightened targets.
Tail Spike (Action) ♦ 2d10 + 4
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)
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)
A<2 3 damage 12—16: Slide 2;
A<3 5 damage 17+: Slide 4;
A<4 7 damage
Reflexive Instinct (Triggered Action) ♦ 2 Malice VP
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
I<4 dazed (save ends)
Cornered Predator (Villain Action 2)
The manticore shifts up to their speed, then uses their Tail Spike ability against each enemy within 10 squares.
Debilitating Poison (Villain Action 3)
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.