Talien (AKA Tal) the satyr paladin and Maleficent (AKA Mal) the half-fiend/half-fey sorceress are back with yet another talk show, this one reviewing famous monsters and disasters from the Syfy channel, with stats for 5th Edition Dungeons & Dragons. In this episode the legendary manticore inspires Talien to utter a popular catchphrase ad nauseum.
Mal: In this episode we discuss the legendary manticore.
Tal: They’re GRRRREAT!
Mal: You’re going to keep doing that over and over?
Tal: Because experts believe the manticore was originally based on man-eating tigers.
Mal: You seem to be ignoring the fact that this manticore is turned to stone by its reflection.
Tal: I’m not ignoring that, I’m celebrating it!
Mal: It’s not great.
Tal: I’m going to work this in somehow.
Mal: No you’re–
Tal: It’s GRRRREAT!
- Large monstrosity, lawful evil
- Armor Class 14 (natural armor)
- Hit Points 68 (8d10 + 24)
- Speed 30 ft., fly 50 ft.
- STR DEX CON INT WIS CHA
- 17 (+3) 16 (+3) 17 (+3) 7 (−2) 12 (+1) 8 (−1)
- Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons; fire
- Senses darkvision 60 ft., passive Perception 11
- Languages Common
- Challenge 4 (1,100 XP)
Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
Reflective Gaze. If a manticore sees its reflection within 30 feet, it forces the manticore to make a DC 12 Constitution saving throw. On a failed save, the manticore magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the manticore is petrified until freed by the greater restoration spell or other magic.
Multiattack. The manticore makes three attacks: one with its bite and two with its claws, one with its two claws and sting, or three with its tail spikes.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Acid Spit (Recharge 5–6). The manticore spits acid in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.
You can purchase How to Survive a Sharknado and Other Natural Disasters and “Manticore” at Amazon. Want your own Loot Crate? Sign up at LootCrate.com ($19.37/month for one month) and use code REV3 to receive 20% off.
Want more? Subscribe to this column; follow me on Facebook, Google+, LinkedIn, Pinterest, Twitter, and the web; buy my books: The Evolution of Fantasy Role-Playing Games, The Well of Stars, and Awfully Familiar. Become an Examiner and get paid to write today!