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Pannotia Campaign Setting

Manticore

Manticore CR 5

LE Large Magical Beast

Init +4 (+4 Dex); Senses Darkvision 60 ft, low-light vision, scent; listen +12, spot +16

Languages Common


AC 19, touch 13, flat-footed 15 (+4 Dex, -1 size, +6 natural)

HP 69 (6 HD)

Fort +11, Ref +9, Will +5


Speed 30 ft, fly 50 ft (clumsy)

Melee 2 claws +12 (2d4+7) and bite +10 (1d8+3) or

Ranged 6 spikes +10 (1d8+3/19-20)

Space 10 ft; Reach 5 ft

Base Atk +6; Grp +17

Special Atks Spikes


Abilities Str 24, Dex 18, Con 22, Int 10, Wis 16, Cha 12

SQ Darkvision 60 ft, low-light vision, scent

Feats Flyby Attack, Multiattack, TrackB, Weapon Focus (spikes)

Skills listen +12, spot +16, survival +11

Possessions/Treasure Standard


Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.

Skills: Manticores have a +4 racial bonus on spot checks.


Environment: Warm marshes

Organization: Solitary, pair, or pride (3-6)

Advancement: 7-16 HD (Large); 17-18 HD (Huge)

Level Adjustment: +3 (cohort)

Other Manticores