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. | + | '''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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==Tips & Tricks== | ==Tips & Tricks== | ||
− | *Manticores | + | *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== | ==History== | ||
− | Prior to [[0.15]], manticores didn't move as fast as the player, and had a finite number of spike volleys. | + | *Prior to [[0.15]], 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. | |
− | 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
manticore H | |
---|---|
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, 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.