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Chimeric ManticoreCreature 7


Rare​CE​Large​Beast​
Source Pathfinder #179: Cradle of Quartz
Perception +15 (darkvision, scent (imprecise) 30 feet)
Languages Common, Draconic
Skills Acrobatics +13, Athletics +17, Intimidation +11, Stealth +13, Survival +15
Str +6, Dex +2, Con +4, Int -3, Wis +2, Cha +0

AC 25; Fort +18; Reflex +15; Will +12;
HP 120
Speed 25 feet (fly 40 feet)

Dragon Jaws One Action +18 (+13, +8) to hit 2d6 Electricity + 2d6+8 Piercing
Lion Jaws One Action +18 (+13, +8) to hit 2d10+8 Piercing
Goat Horns One Action +18 (+13, +8) to hit 2d10+8 Piercing
Claw One Action +18 (+14, +10) to hit (agile) 2d6+8 Slashing
Spike One Action +16 (+11, +6) to hit (range increment 40) 1d10+8 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Three-Headed

Any ability that would sever a chimera's head (such as a critical hit with a Vorpal Weapon) severs one head at random. Losing a head doesn't kill a chimera (as long as it has one head left), but it does prevent it from making Strikes with the lost head or using the head's Breath Weapon.

Breath Weapon Two Actions (arcane, evocation)

The chimeric manticore's blue‑dragon head breathes a 60-foot line of electricity that deals 8d6 electricity damage to all creatures in the area (DC 25 basic reflex).

The chimeric manticore can't use Breath Weapon again for 1d4 rounds.

Spike Volley One Action

The manticore flings up to two spikes from its tail, targeting either two different creatures or a single creature. If the manticore targets two different creatures, these creatures must be within 20 feet of one another, and the manticore makes a separate Strike against each; this counts as only one Strike for the manticore's multiple attack penalty, and the penalty doesn't increase until after both attacks. If the manticore fires both spikes at the same creature, it makes a single Strike. If the attack hits, it deals the damage of a single spike, but the target is pinned in place, rendering it Immobilized. A creature that succeeds at a DC 25 athletics check (attempted as a single action) can pull the spike free.

A manticore can hurl no more than 12 spikes in 24 hours.

Three-Headed Strike Two Actions

The chimera makes a Strike with its dragon jaws, lion jaws, and goat horns, each at a -2 penalty and targeting a different creature. These Strikes count as only one attack for the chimera's multiple attack penalty, and the penalty doesn't increase until after it has made all three attacks.

Triple Opportunity

A chimera gains 2 extra reactions each round that it can use only to make Attacks of Opportunity. It must use a different head for each reaction, and it can't use more than one on the same triggering action. If it loses one of its heads, it also loses one of these extra reactions.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.