Mantik, Barbed King of the Manticores
Creature Codex (3pp) p. 262
- Size
- Huge
- Type
- monstrosity
- Alignment
- lawful evil
- AC
- 16 (natural armor)
- Hit Points
- 168 (16d12+64)
- Speed
- walk 40 ft.
- Saving Throws
- Str +8, Con +8
- Skills
- Athletics +8, Intimidation +7, Perception +6
- Resistances
- poison
- Condition Immunities
- charmed, poisoned
- Senses
- darkvision 120 ft.
- Passive Perception
- 16
- Languages
- Common, Dwarvish, Draconic
- Challenge
- 9
- Environment
- badlands
Traits
Cursed
Mantik may not fly, levitate, or be polymorphed by any spell or effect.
Legendary Resistance (2/Day)
If Mantik fails a saving throw, he can choose to succeed instead.
recharge
2/DAY
Magic Weapons
Mantik's weapon attacks are magical.
Merciless Ferocity
Mantik has advantage on all opportunity attacks, and a creature reduced to 0 hp by his attacks has disadvantage on its first death saving throw.
Penetrating Volley
If Mantik moves at least 20 feet in a straight line, all tail spike attacks made this round have advantage. A creature struck by these tail spike attacks must succeed on a DC 16 Strength saving throw or be knocked prone.
Tail Spike Regrowth
Mantik has thirty-six tail spikes. Used spikes regrow when he finishes a long rest.
Actions
Multiattack
Mantik makes three attacks. two with his claws and one with his bite or three with his tail spikes.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Tail Spike
Ranged Weapon Attack: +6 to hit, range 100/200 ft., one target. Hit: 11 (2d8 + 2) piercing damage and the creature must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. A creature poisoned by the tail spike has its speed halved and can't take the Dash action.
Roar of the Barbed King (Recharge 5-6)
Mantik unleashes an ground-shaking roar. Each creature within 60 feet who can hear him must succeed on a DC 14 Wisdom saving throw or be incapacitated for 1d4 rounds.
recharge
D5
Legendary Actions
Legendary Actions (4/Turn)
Mantik, can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Mantik, regains spent legendary actions at the start of its turn.
recharge
4/TURN
Options
Mantik can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Mantik regains spent legendary actions at the start of his turn.
Move
Mantik moves up to his speed without provoking opportunity attacks.
Growl (Costs 2 Actions)
Mantik lets loose a throaty growl. Each creature within 60 feet who can hear Mantik must succeed on a DC 14 Wisdom saving throw or be frightened of him until the end of its next turn.
Tail Spike (Costs 2 Actions)
Mantik makes a tail spike attack.