Common Manticore

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## Ecology

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## Creature lore

A character can obtain the following creature lore by succeeding on the correspondent attribute check:

* **Intellect (Aethereal Knwoledge) DR3.** Although really useless in alchemy, grounded manticore teeth are sold by swindling merchants for their alleged “virile potency” inducing properties.
* **Intellect (Culture) DR4.** Manticores are dangerous monsters that are known to make their lairs near humanoid settlements due to the fact that they love to feast on humanoid flesh rather than that of wild animals.
* **Wisdom (Nature) DR4.** A manticore's teeth filled maw allows the creature to eat its prey almost completely. A fully grown manticore seldom leaves evidence of its meals.
* **Wisdom (Nature) DR5.** It is said that there are two kinds of manticores: the common manticore, that as its name implies, is much more numerous; and the rarer and more fearsome royal manticore. Being the greatest difference between the two of them the position and purpose of their porcupine-like spikes.

## Tactics

Although manticores are known to be fearsome combatants with both melee and ranged combat capabilities, they tend to prefer using ambush tactics for hunting its prey, since they relish on instilling fear before landing the killing blow. When confronted in direct melee combat they are known to take flight to fist impale its enemies with their tail spike attacks before actually landing to attack its paralyzed victims in melee.

## Statistics

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The **common manticore** is trained in **endurance**, **intimidation** and **nimbleness** skills<create link>.

This creature does not speak any languages, yet it is theorized it could be trained to follow simple commands.

The **common manticore** has the following perks<create link>:

* **Animalistic.** The common manticore cannot speak or understand language and automatically fails all attribute checks that directly rely on logical thinking.
* **Monstrous.** The common manticore gains a +4 bonus to all attribute checks it makes related to intimidate other creatures.
* **Tail spikes.** The common manticore has 6 spikes on its tail that, after expended, regrow over the course of 1d4 days.

This creature starts with a maximum amount of **health** equal to *([16] + 1/2 Physique MDV + [3] per odd level above lvl 1)\*(4)*. Its **core attribute** is *Physique* and its **class save** is an amount equal to *[10] + 1/2 Physique MDV + 1/2 the manticore's level*. The common manticore's **BOD defense** is *18*, its **MND defense** is *15* and its **SPT defense** is also *15*. Its **base speed** is *30ft (9m)* and it possesses a **fly speed** of *40ft (12m)*.

The **common manticore** possesses the following actions<create link>:

* **Bite.** The manticore can choose to perform a bite attack as a swift action during its turn. If it does, it makes a melee natural attack using its mouth against the Body of one creature or object within immediate range (5ft/1.5m) from where it stands. On a hit, the attack deals an amount equal to *[4] + 1/2 the manticore’s level* piercing damage.
* **Claws.** The manticore can choose to perform a claw attack as a conscious action during its turn. If it does, it makes up to two melee natural attacks using its claws against the Body of one or more creatures or objects within immediate range (5ft/1.5m) from where it stands. On a hit, each attack deals an amount equal to *[5] + 1/2 the manticore’s level* slashing damage.
* **Venomous spike.** The common manticore can choose to perform a venomous spike attack as a conscious action during its turn. If it does, it makes a ranged natural attack using its tail spikes against the Body of one creature or object within a long range (100ft/30m) from where it stands. On a hit, the attack deals an amount equal to *[5] + 1/2 the manticore’s level* piercing damage and the target is forced to make a saving throw using physique as its attribute die for the check. On a failure, the target also receives the immobilized condition until it succeeds on a saving throw using physique as its attribute die for the check at the end of its turn.
* **Rapid spike growth (Exhaust d8).** The common manticore can choose to use rapid spike growth as a reaction to any attack that reduces its health to an amount equal to or below its injured value. If it does, it immediately regrows all of its expended tail spikes.

## Loot

The following loot can be obtained from a defeated **common manticore**:

* 1d6 measures of **manticore hair** (alchemical reagent)
* 2d8+2 **manticore teeth** (load 0.1 each)
* 1x **manticore pelt** (load 20)
* 1d4+1 measures of **manticore venom** (lesser venom).