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Manticore

Large Monstrosity, lawful evil

CR 3

700 XP

AC: 14 (natural armor)
HP: 68 (8d10+24)
Speed: walk 30 ft. , fly 50 ft.
Senses: darkvision 60 ft., passive Perception 11
Languages:
STR
17
+3
DEX
16
+3
CON
17
+3
INT
7
-2
WIS
12
+1
CHA
8
-1

Special Abilities

Tail Spike Regrowth

The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

Actions

Multiattack

The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claw

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Tail Spike

Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Quick Reference

Challenge: CR 3
Type: Monstrosity
Size: Large
Alignment: lawful evil
Best for party of 4 at level 4-5

Running This Encounter

The Manticore is a fearsome aerial predator that uses its mobility advantage to control the battlefield. Position it in elevated terrain or open skies where it can swoop and attack from above. Use its tail spikes as a ranged threat that forces parties to engage defensively. Leverage its pack hunting nature if deploying multiple manticores—they coordinate attacks to isolate vulnerable targets.

Combat Tactics

The Manticore prioritizes flying hit-and-run attacks, using its 50 ft. flying speed to strike then retreat to high ground. It switches between melee attacks and tail spike volleys (4 spikes per day) to wear down ranged combatants. When cornered or outnumbered, it becomes desperate and aggressive, landing to make full melee attacks with its claws and bite.

Environment & Setting

Mountain peaks, cliffsides, badlands, or deep canyons provide ideal terrain for aerial hunting. Dense forests or underground caverns limit its flying advantage and make encounters more balanced.

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