DM Guide
The information below is almost exclusively intended for DMs: an explanation of the creature's behaviour, weaknesses, its unique abilities, and a full statblock to aid in rolling checks and contests where applicable. Characters may reasonably have the knowledge of the information in the above post. The information below is more OOC-facing and can be learned in detail via IC research (a research ticket or event) or known in vague, broad strokes where applicable: common sense applies! A Falstoner may have a vague idea of a Faded Steppe creature's abilities, but not specifics. For example: "the creature spews blood, but I don't know how, when, and what that looks like."
Not every spell, feat, or ability interaction is defined for beasts. DMs are expected to use their discretion when adjudicating interactions that are not explicitly covered. Additionally, the mechanics of bestiary creatures are set in stone and not open for adjustment unless specific issues are noted through DMed encounters.
Spoilers ahead... proceed with caution! Here be dragons!
Statblock
Boons
[Leap] Due to its unnatural physique, the manticore struggles to take flight directly from the ground. Instead, it uses its claws and powerful hind legs to climb steep surfaces, leaping off them to take flight. Alternatively, with a flap of its wings, it can close distances swiftly even while on the ground. This ability operates similarly to the Pounce feat: using two actions, the manticore pounces to a point in Skirmishing distance, landing with great force and dealing 6 damage to anyone within Melee distance. This attack may be Blocked or Evaded. Even if they avoid the attack, they must roll a STR: Athletics check or fall Prone from the sheer force of impact.
[Barrage of Barbs] Coated in sharp barbs, a mere swipe of the tail can inflict devastation. Using two actions, these barbs can also be hurled at alarming velocities, each of them similar in size and sharpness to a dagger. Make one attack roll for every target in a 5x5 area in front of the manticore, each with /roll attack 1 4 that does 4 Dmg. This attack may be Blocked or Evaded, and can only be used once before running out. The manticore can grow more barbs as a free action to use this ability again afterward, with each instance costing 6 HP.
[Acidic Blood] Vile, mutated ichor flows through its veins, corrosive to any who touch it. Unarmed attacks and maneuvers (except for Pull) deal 1 AP back to the player. Similarly, each turn the beast is grappled, it deals 1 AP to the grappler. On critical hits, the damage would be 2 AP instead.
Banes
[Natural Armour] While still benefitting from armour rolls when taking damage (for this beast, it uses Medium Armour), it does not physically have armour. This means that weapons such as Whips and Finesse Blades, which do additional damage against unarmoured targets, deal that additional damage to the beast.
[Malformed Wings] Should the manticore’s wings be sufficiently damaged, it loses the ability to take flight and to use its [Leap] boon.
Mechanics Guidance
- Medium Armour
- 60-70 HP
- 2 actions per turn
- Movement
- 6m (6 blocks) grounded
- 5m (5 blocks) flying
- Attack rolls and damage - general guidance:
- Bite
/roll attack 2 3 AP
- 3 AP damage
- 1 action
- Melee distance
- Smack
/roll attack 3 5
- 5 damage
- 1 action
- Melee distance
- Tail-swipe
/roll attack 3 4 GP
- 4 GP damage
- 1 action
- Skirmishing distance
- [Leap] See boons.
- No roll
- 2 actions
- Skirmishing distance
- [Barrage of Barbs] See boons.
/roll attack 1 4
- 2 actions
- For the purposes of contesting spells or making otherwise necessary checks, the following stats are provided:
