Difference between revisions of "Manticore"

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{{monster
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{{version030}}
|name=manticore
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{{monster info}}
|glyph={{Red|H}}
 
|tile=[[File:manticore.png]]
 
|flags={{Warm blood flag}}<br>{{Special ability flag}}
 
|resistances=none
 
|vulnerabilities=none
 
|max_chunks=12
 
|meat={{Contaminated corpse}}
 
|xp=301
 
|holiness={{Natural}}
 
|magic_resistance=-3
 
|hp_range=27 to 72
 
|avg_hp=49
 
|armour_class=5
 
|evasion=7
 
|habitat=land
 
|speed=7
 
|size={{Big}}
 
|item_use={{Open doors}}
 
|attack1=14 ({{Bite type}}: {{Plain flavour}})
 
|attack2=8 ({{Claw type}}: {{Plain flavour}})
 
|attack3=8 ({{Claw type}}: {{Plain flavour}})
 
|attack4=
 
|hit_dice=9
 
|base_hp=3
 
|extra_hp=5
 
|fixed_hp=0
 
|intelligence={{Normal intelligence}}
 
|genus=manticore
 
|species=manticore
 
}}
 
{{Flavour|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.}}
 
  
 
==Useful Info==
 
==Useful Info==
'''Manticores''' are slow 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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'''Manticores''' are natural beasts that can fling volleys of spikes at you from afar, inflicting the [[Barbs]] status effect. When barbed, the act of moving deals damage. Although keeping a distance is easy, retreating from a manticore is painful. They can be found in the mid-[[Dungeon]], [[the Shoals]], or summoned by the [[Monstrous Menagerie]] spell.
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{{monster spells}}
  
 
==Tips & Tricks==
 
==Tips & Tricks==
*Manticores' spikes deal 2d10 physical damage per hit, which is reduced by your [[AC]] and can be blocked or dodged. These spikes aren't infinite; each manticore only has 8-16 shots before having 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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*Manticores hurt. Throw Barbs deals 2d13 damage plus the Barbs status, and manticores can do up to 50 damage in melee. Heavily armoured bruisers can generally take them toe-to-toe, but frailer characters should be more careful.
*Unlike most animals, manticores are able to open [[door]]s.
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*The Barbs status deals a minor amount of damage per turn moving. While running away may be painful, repositioning a tile or two can be worth it.
*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.
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**Barbs will wear off as you remain in your position, which includes time spent swinging weapons, casting spells, etc.
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*Manticores have lousy [[willpower]], so all sorts of [[Hexes]] and [[Evocations]] can work well. [[Confusion]] or [[paralysis]] will stop them from throwing barbs.
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==History==
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*Prior to [[0.15]], manticores didn't move as fast as the player, and had a finite number of spike volleys.
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*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.

Latest revision as of 19:48, 8 October 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
manticore HManticore.png
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.”
-Pliny the Elder, _Natural History_, Book 8, Chapter XXI

Useful Info

Manticores are natural beasts that can fling volleys of spikes at you from afar, inflicting the Barbs status effect. When barbed, the act of moving deals damage. Although keeping a distance is easy, retreating from a manticore is painful. They can be found in the mid-Dungeon, the Shoals, or summoned by the Monstrous Menagerie spell.

Spells

Spell set I
Slot1 Throw Barbs (2d13) Natural flag

Tips & Tricks

  • Manticores hurt. Throw Barbs deals 2d13 damage plus the Barbs status, and manticores can do up to 50 damage in melee. Heavily armoured bruisers can generally take them toe-to-toe, but frailer characters should be more careful.
  • The Barbs status deals a minor amount of damage per turn moving. While running away may be painful, repositioning a tile or two can be worth it.
    • Barbs will wear off as you remain in your position, which includes time spent swinging weapons, casting spells, etc.
  • Manticores have lousy willpower, so all sorts of Hexes and Evocations can work well. Confusion or paralysis will stop them from throwing barbs.

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.