| 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.”
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.
In 0.14, manticores will have increased HD and attack damage, and the spikes of a manticore will inflict the Barbs status effect. The player will be able to summon manticores with the Monstrous Menagerie spell.