Manticore
manticore H | |
---|---|
HP | 27 to 72 |
HD | 9 |
XP | 301 |
Speed | 7 |
AC | 5 |
EV | 7 |
Will | -3 |
Attack1 | 14 (bite: plain) |
Attack2 | 8 (claw: plain) |
Attack3 | 8 (claw: plain) |
Resistances | none |
Vulnerabilities | none |
Habitat | land |
Intelligence | Normal |
Uses | Open doors |
Holiness | Natural |
Size | Big |
Type | manticore, manticore |
Flags | Warm-blooded Special ability |
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
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.
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.
- Unlike most animals, manticores are able to open doors.
- 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.