Difference between revisions of "Manticore"
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==Useful Info== | ==Useful Info== | ||
'''Manticores''' are natural beasts that can fling volleys of spikes at you from afar. Although players can easily outrun them, they can do dangerous amounts of damage to you as you flee. They are found in the mid-[[Dungeon]], [[the Lair]], [[the Shoals]], and [[the Vaults]]. | '''Manticores''' are natural beasts that can fling volleys of spikes at you from afar. Although players can easily outrun them, they can do dangerous amounts of damage to you as you flee. They are found in the mid-[[Dungeon]], [[the Lair]], [[the Shoals]], and [[the Vaults]]. | ||
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==Tips & Tricks== | ==Tips & Tricks== | ||
− | *Manticores' spikes deal | + | *Manticores' spikes deal 2d13 physical damage per hit, which is reduced by your [[AC]] and can be blocked or dodged. These spikes are infinite, so manticores don't have to resort to melee. Heavily armoured characters or casters with [[Repel Missiles]]/[[Deflect Missiles]] can usually shrug off these spikes with ease, but other casters may want to keep their distance (6 tiles away is a perfectly safe [[kiting]] distance) to avoid perforation. |
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*They have lousy [[magic resistance]], so if you're able to induce [[confusion]], do so. They're completely unable to fire spikes while confused. Your own [[invisibility]] also prevents this. | *They have lousy [[magic resistance]], so if you're able to induce [[confusion]], do so. They're completely unable to fire spikes while confused. Your own [[invisibility]] also prevents this. | ||
Revision as of 02:55, 11 December 2015
manticore H | |
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HP | 32-66 |
HD | 9 |
XP | 529 |
Speed | 10 |
AC | 5 |
EV | 7 |
Will | 40 |
Attack1 | 26 (bite: plain) |
Attack2 | 14 (claw: plain) |
Attack3 | 14 (claw: plain) |
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | Animal |
Uses | Uses nothing |
Holiness | Natural |
Size | Large |
Type | manticore, manticore |
Flags | Flying Warm-blooded |
A hideous cross-breed, bearing the features of a human and a lion, with great bat-like wings. Its tail bristles with spikes that can be loosed at potential prey.
“Ctesias writeth, that in Aethiopia likewise there is a beast which he calleth Mantichora, having three rankes of teeth, which when they meet togither are let in one within another like the teeth of combes: with the face and eares of a man, with red eyes; of colour sanguine, bodied like a lyon, and having a taile armed with a sting like a scorpion: his voice resembleth the noise of a flute and trumpet sounded together: very swift he is, and mans flesh of all others hee most desireth.” |
Contents
Useful Info
Manticores are natural beasts that can fling volleys of spikes at you from afar. Although players can easily outrun them, they can do dangerous amounts of damage to you as you flee. They are found in the mid-Dungeon, the Lair, the Shoals, and the Vaults.
Spells
Spell set I | ||
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Slot1 | Throw Barbs (2d13) | Natural flag |
Tips & Tricks
- Manticores' spikes deal 2d13 physical damage per hit, which is reduced by your AC and can be blocked or dodged. These spikes are infinite, so manticores don't have to resort to melee. Heavily armoured characters or casters with Repel Missiles/Deflect Missiles can usually shrug off these spikes with ease, but other casters may want to keep their distance (6 tiles away is a perfectly safe kiting distance) to avoid perforation.
- They have lousy magic resistance, so if you're able to induce confusion, do so. They're completely unable to fire spikes while confused. Your own invisibility also prevents this.
History
Prior to 0.15, manticores didn't move as fast as the player, and had a finite number of spike volleys.
Prior to 0.14, manticores had lower HD and attack damage, and the spikes of a manticore didn't inflict the Barbs status effect. The player wasn't able to summon manticores with the Monstrous Menagerie spell.