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Manta RayCreature 1


NLargeAnimalAquatic
Source Pathfinder Bestiary 2
Perception +6 (electrolocation (imprecise) 30 feet, low-light vision)
Languages none
Skills Athletics +8
Str +3, Dex +3, Con +4, Int -4, Wis +1, Cha -1

AC 16; Fort +6; Reflex +9; Will +6;
HP 24
Speed 0 feet (swim 40 feet)

Tail One Action +8 (+4, +0) to hit (agile) 1d8+3 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Electrolocation

A manta ray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself.

Strafing Rush One Action

The manta ray Swims, making one tail Strike at any point along the way. The Strike deals half damage.

Swift Swimmer Two Actions

The manta ray Swims twice. It has a +10-foot circumstance bonus to its Speed during these actions.


While manta rays might appear daunting, they are generally docile. Manta rays are found in temperate or tropical oceans, and they generally stay in the upper reaches or at the surface of deeper waters. These rays are filter feeders that subsist on plankton. They can also eat larger fish or aquatic creatures as the need arises, but rarely attack anything Small or larger. Many underwater cultures, particularly aquatic elves, raise and farm manta rays to serve as messengers, beasts of burden, or even pets. Manta rays don't make particularly good mounts, but some aquatic civilizations use them to draw underwater carriages.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.