Manticores

Flying hunters with spiked tails and sharper tongues

Manticores are bizarre amalgamations with the body of a lion, dragon-like wings, a bristling tail of barbed spines, and the leering face of a voracious human. They are known for their cruel appetites and even crueler wit.

Manticores swoop down on their prey from above, launching volleys of barbed tail spikes while jeering and taunting their victims. Manticores often propose lopsided "deals" full of veiled threats and barbed wit to their victims.

Manticores are classic flying predators in Dungeons & Dragons, 5E, Pathfinder, and other fantasy RPGs, feared for their cruel wit, deadly spiked tails, and relentless aerial assaults.

Manticore Lore

  • Manticores lair in desolate cliffs, ruined towers, and harsh wilderness far from civilization, claiming vast hunting grounds.
  • Though they relish the taste of humanoid flesh, manticores are vain creatures who love to hear themselves talk.
  • Manticores hurl iron-hard spikes from their tails like arrows, cackling as their victims fall.
  • Some form loose herds to hunt larger prey, but most are too selfish, arrogant, and ill-tempered to share the spotlight.

Manticore Tactics

  • Manticores enjoy softening up their prey with a spine volley while hurling insults and offering lopsided deals
  • It will retreat when wounded, hurling vile insults

A manticore is a cantankerous flying hunter


Manticore Statblocks

Manticore

Manticore

Summoned with Foe Foundry

Large Monstrosity (Manticore)

AC 14 Initiative +0 (10)

HP 68 (8d10 + 24)

Speed 30 ft., fly 50 ft.

Mod Save
Str 18 +4 +4
Dex 15 +2 +2
Con 16 +3 +3
Mod Save
Int 5 -3 -3
Wis 10 +0 +0
Cha 6 -2 -2

Skills Intimidation +0

Senses Darkvision 60 ft., Passive Perception 10

Languages Common

CR 3 (700 XP; PB +2)

Actions

Multiattack. The manticore makes two Cruel Claws attacks.

Cruel Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage.

Spike Volley (Recharge 4-6). The manticore releases a volley of razor-sharp spines from its spiked tail. Each creature in a 60-foot cone must make a DC 12 Dexterity saving throw. On a failure, a creature takes 17 (5d6) piercing damage. If the creature fails by 5 or more, it is also Blinded (save ends at end of turn). On a success, the creature takes half damage instead.

Bonus Actions

Cruel Jeer. The manticore targets a creature that can hear it within 60 feet with a cruel jeer. The target must make a DC 12 Wisdom save. On a failure, the target has disadvantage on the next attack roll it makes before the end of its next turn.

Wild Instinct (1/day). The manticore identifies the creature with the lowest Strength score that it can see. It then uses Dash towards that creature.

Reactions

Winged Retreat. When the manticore would be hit by a melee attack, it can move 5 feet away from the attacker. If this moves the manticore out of the attacker's reach, the attacker has disadvantage on its attack.

Summon your own Manticore

Manticore Ravager

A Manticore Ravager has intimidated enough of its fellows that it leads a loosely-subservient pack. Ravagers often hone their insults on their inferiors, and the lowest-ranked Manticore in the pack is mercilessly bullied.

Manticore Ravager

Summoned with Foe Foundry

Large Monstrosity (Manticore)

AC 14 Initiative +0 (10)

HP 110 (13d10 + 39)

Speed 30 ft., fly 50 ft.

Mod Save
Str 18 +4 +4
Dex 16 +3 +3
Con 16 +3 +3
Mod Save
Int 7 -2 -2
Wis 11 +0 +3
Cha 8 -1 -1

Skills Intimidation +2

Senses Darkvision 60 ft., Passive Perception 10

Languages Common

CR 6 (2,300 XP; PB +3)

Traits

Flyby. The manticore does not provoke opportunity attacks.

Actions

Multiattack. The manticore makes three Cruel Claws attacks. It may replace one attack with a use of its Pounce.

Cruel Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 14 (3d6 + 4) slashing damage.

Pounce. The manticore jumps 20 feet toward a creature it can see, attempting to knock it prone. The target must make a DC 15 Strength save or be knocked Prone.

Spike Volley (Recharge 4-6). The manticore releases a volley of razor-sharp spines from its spiked tail. Each creature in a 60-foot cone must make a DC 13 Dexterity saving throw. On a failure, a creature takes 31 (9d6) piercing damage. If the creature fails by 5 or more, it is also Blinded (save ends at end of turn). On a success, the creature takes half damage instead.

Bonus Actions

Cruel Jeer. The manticore targets a creature that can hear it within 60 feet with a cruel jeer. The target must make a DC 13 Wisdom save. On a failure, the target has disadvantage on the next attack roll it makes before the end of its next turn.

Wild Instinct (1/day). The manticore identifies the creature with the lowest Strength score that it can see. It then uses Dash towards that creature.

Reactions

Winged Retreat. When the manticore would be hit by a melee attack, it can move 5 feet away from the attacker. If this moves the manticore out of the attacker's reach, the attacker has disadvantage on its attack.

Summon your own Manticore Ravager

Manticore Encounter Ideas

  • A lone Manticore is perched on a pile of corpses, carefully grinding its tail spikes on the rusted blades of fallen guards.
  • A Manticore swoops down, hidden by the blinding sun, and strafes the party with its tail spines. It then circles overhead, taunting and jeering at the party before preparing to strike again.
  • As the PCs journey on a mountain path, it hugs a sheer cliff, which is home to several (1d4 + 1) squabbling Manticores. The Manticores argue amongst themselves - for now - and their roars and hurled insults echo off the cliff.
  • A Manticore Ravager blocks a narrow mountain pass, demanding tribute. It wants choice cuts hacked from the party's juiciest limbs - or else.

Manticore Adventure Ideas

  • A Manticore is ravaging the local livestock, but witnesses say it intentionally ignores the juiciest livestock, only striking when herders are nearby. It seems oddly disappointed that it kills farmers instead of fighters. Why is it baiting a challenge?
  • A Hag has manipulated four Manticore into her service by playing to their egos. Now they test adventuring parties, devouring the weakest and bringing back the strongest in chains to serve the Hag. Locals beg the party to end the twisted trials.
  • A rich merchant once humiliated a flamboyant Manticore Ravager that styles itself the "Ravager of the Ravine" by outwitting it. Now, the proud creature has vowed its revenge. It attacks any and all caravans flying the merchant's banner, demanding she face him again. The party is hired by the merchant to end the troublesome threat.
  • A Hobgoblin Captain seeks to bind a local herd of 2d6 Manticores to his warband. If the monsters are recruited, the balance of power in the region will collapse.