Free interactive D&D 5e SRD stat block

Manticore

Large Monstrosity, CR 3, AC 14, 68 HP. Lawful Evil.

Large Monstrosity, Lawful Evil

AC
14
Initiative
+3 (13)
HP
68 (8d10+24)
Speed
30 ft., Fly 50 ft.
ScoreModSave
STR 17 +3 +3
DEX 16 +3 +3
CON 17 +3 +3
INT 7 -2 -2
WIS 12 +1 +1
CHA 8 -1 -1
Senses
Darkvision 60 ft.; Passive Perception 11
Languages
Common
CR
3 (XP 700; PB +2)

Actions

Multiattack. The manticore makes three attacks, using Rend or Tail Spike in any combination.

Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8+3) Slashing damage.

Tail Spike. Ranged Attack Roll: +5, range 100/200 ft. Hit: 7 (1d8+3) Piercing damage.

How to run Manticore

A manticore is a flying sniper with a melee option it would rather not use. The stat block hands you both halves of the kit (three Tail Spike attacks at +5, range 100/200 ft., 7 piercing each, plus Rend at +5, reach 5 ft., 7 slashing), but the manticore that fights smart never lands. It hovers at 50 ft. of fly speed, well above the range of most martial weapons, and shoots tail spikes at whoever has the worst ranged answer. That is the encounter.

Open from altitude. The manticore should already be in the air when the party rounds the corner, ideally circling at 80 to 100 ft. up. Three Tail Spike attacks per round at 21 average damage is a real threat to a level 3 to 5 party, and the targets it picks should be the squishy with the worst AC, then the cleric, then the rogue who is trying to climb a tree to reach it. Manticores are intelligent enough (Int 7, but it speaks Common) to identify the healer and put pressure on her first. They are also smart enough to refuse melee with the paladin who is yelling for them to come down.

The fight breaks when the party finds a ranged answer. A wizard with Magic Missile or a fighter with a longbow forces the manticore to either close (bad for the manticore) or retreat (better for the manticore). Manticores are not pack animals, but they are negotiable. At half HP (34), have the manticore land on a high outcrop, shake out a tail full of spent spikes, and offer to leave if the party does not pursue. Speech is on the table. Manticores remember faces and grudges, so a party that spares one will see it again.

Describe each spike landing as a wet thunk before you call the damage. Three thunks in a round, three different PCs, and the players will start scanning the sky every encounter for the rest of the campaign.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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