Homebrew Manticore

  • Armor Class: 15 (natural armor)
  • Hit Points: 84 (8d10 + 40)
  • Speed: 40 ft., fly 60 ft.
Str Dex Con Int Wis Cha
18 (+4) 16 (+3) 20 (+5) 10 (+0) 12 (+1) 8 (-1)
  • Saving Throws: Dex +6, Con +8, Wis +4
  • Skills: Perception +4
  • Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Condition Immunities: Frightened
  • Senses: Darkvision 60 ft., passive Perception 14
  • Languages: Understands Common but can't speak
Abilities:
  • Flyby: The manticore doesn't provoke opportunity attacks when it flies out of an enemy's reach.
  • Roar (Recharge 5-6): Each creature of the manticore's choice within 30 feet of it and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the manticore's Roar for the next 24 hours.
  • Stalkers- gains a +10 to any stealth checks. 
  • 3 heads- can not be suprised
Actions:
  • Multiattack: The manticore makes three melee attacks: one with its bite and two with its claws.
  • Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
  • Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  • Tail Spike: The manticore fires 4 spikes at any targets within range. +6 to hit, range 100/200 ft., one target. Hit: 8 (1d8 + 3) piercing damage plus 4 (1d8) poison damage. Any creature affected by the poisin also has its speed halved, amking a Con sav (DC16)  at the end of each turn to end its effects