TEXT: Exotic Encounters:
  Manticores
  Alex Riggs
  
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  Designer
  Alex Riggs
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Designer
  Credits
  Editor
  Rosa Gibbons
  
  2
  Introduction
   
  The Pathfi nder Bestiary, and the long line 
  of monstrous encyclopedia that came before it, do 
  a great job of attacking the problem of providing 
  game statistics and mechanical information for 
  a very wide variety of creatures. There are a lot of 
  strange creatures from fantasy novels and movies, 
  from ancient mythology, and, as time went on, 
  from the twisted minds of game designers and 
  even GMs, for that matter. Anyone today who tried 
  to go about creating an extensive bestiary of all the 
  diff erent cool and interesting fantasy monsters 
  could fi ll three or four volumes with three hundred 
  monsters each, and still have a long way left to 
  go, with fans crying out for various “forgotten” 
  monsters to get some attention. That kind of 
  breadth doesn’t leave a whole lot of room for depth, 
  and that’s where Exotic Encounters comes in.
   
  There are all kinds of reasons why you 
  might not want to use a monster stat-block straight 
  from the core rules. For one thing, if your players 
  have a habit of browsing through such books, or 
  are long-time veterans who know the basic ins 
  and outs of most fantasy staples, you may need an 
  unusual stat-block just to throw them a curve ball 
  and teach them that they can’t count on their out 
  of character knowledge to take all the mystery out 
  of the game. Alternatively, many GMs can recall 
  a time when they wanted to make use of a certain 
  monster in their game, only to fi nd that it was a few 
  CRs too high or low for what they had in mind.
  Exotic Encounters takes a single, iconic 
  monster, and creates three new variants on that 
  theme. These variants aren’t simple tweaks, and 
  are more than simply advancing or removing Hit 
  Dice, though that occurs as well. Each of these 
  three variations on the monster’s theme has a 
  specifi c, fl avorful goal in mind, and a role to play, 
  and their statistics entries are gently massaged in 
  order to make them fi t those roles. Further, each 
  of these variants comes with brand new specially-
  crafted special abilities, which are unique to Exotic 
  Encounters and not found anywhere else.
   
  This particular installment of Exotic 
  Encounters focuses on the mysterious manticore. 
  These creatures of ancient persian mythology have 
  been portrayed many diff erent ways throughout 
  the centuries. Though they always bear the body 
  of a lion, and usually the face of a man, details 
  like wings, tails, and horns have varied wildly. The 
  regal manticore, introduced in this book, takes 
  the more majestic, non-winged form favored in 
  the middle ages (though it is no less monstrous 
  for doing so). The razor manticore, by contrast, 
  bristles with natural weaponry, gaining a deadly 
  spiked horn, and the ability to use its teeth to 
  gnaw opponents, to devastating results. Finally, 
  the poisonous manticore has the deadly 
  scorpion’s tail that many have come to expect from 
  manticores in other media, but which the standard 
  Pathfi nder manticore lacks.
  Image by Forrest Imel
  
  3
  Regal Manticore
   
  The creature that stands before you appears 
  to be some sort of majestic blend of man and beast. 
  It has the body of a lion, with a reddish-gold coat. 
  Its face is like that of a man, except that its eyes 
  have feline pupils, with rich gold irises, and its 
  mouth is full of hundreds of long, slender, needle-
  like teeth. Finally, emerging from the creature’s 
  head are a pair of stag-like antlers, which catch the 
  light and glint with a golden hue.
  MANTICORE, REGAL 
   
   
         CR 3
  XP 800
  LE Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, 
  scent; Perception +10
  DEFENSE
  AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, 
  -1 size)
  hp 30 (4d10+8)
  Fort +6, Ref +6, Will +5
  OFFENSE
  Speed 30 ft.
  Melee bite +6 (1d8+3), 2 claws +6 (1d6+3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks staggering shout
  STATISTICS
  Str 17, Dex 17, Con 15, Int 13, Wis 14, Cha 17
  Base Atk +4; CMB +8; CMD 21 (25 vs. trip)
  Feats Ability Focus (staggering shout), Iron Will
  Skills Knowledge (arcana) +5, Intimidate +7, 
  Perception +6
  Languages Common
  SQ regal blessing
  ECOLOGY
  Environment warm hills and marshes
  Organization solitary, pair, or pride (3-6)
  Treasure standard
   
  Regal Blessing (Su): A regal manticore can 
  grant a blessing or impose a curse on a creature as 
  a standard action. If the regal manticore chooses 
  to grant a blessing, then the target gains a +1 luck 
  bonus to ability checks, AC, attack rolls, saving 
  throws, and skill checks. If the regal manticore 
  chooses to impose a curse, then the target suffers a 
  -1 penalty to those things, instead. Either way, the 
  effect lasts indefinitely, but the regal manticore 
  can only maintain a total number of blessings and 
  curses equal to its Hit Dice. If the regal manticore 
  is slain, all blessings that it is currently granting 
  end immediately, but all curses that it is currently 
  imposing remain in effect for a number of days 
  equal to the regal manticore’s Charisma bonus. 
  A curse imposed by a regal manticore can be 
  removed by remove curse or more powerful magic.
   
  Staggering Shout (Su): As a standard 
  action, a regal manticore can shout, its voice 
  making a majestic, trumpeting sound that causes 
  other creatures to be overcome with awe at the 
  incredible noise. Each creature within 60 feet 
  that can hear the regal manticore must succeed 
  on a Will save (DC 17) or be staggered for 1d4+1 
  rounds. Any creature that fails its saving throw by 
  5 or more is dazed for 1d4+1 rounds, instead. Regal 
  manticores are immune to the staggering shouts 
  of other regal manticores. This is a mind-affecting 
  effect. The saving throw DC is Charisma-based.
  Ecology
   
  Regal manticores are only very distantly 
  related to their more common cousins, and 
  some scholars believe it a misnomer to call them 
  manticores at all, and that they are in fact more 
  closely related to sphinxes. Whatever the case, 
  regal manticores have the trademark body of a lion 
  and head of a man, and they also share the average 
  manticore’s fondness for feasting on flesh.
   
  Regal manticores get their name as much 
  from their arrogant attitude as they do from the 
  fact that their appearance, bearing, and demeanor 
  are far more refined than that of the standard 
  manticore. Regal manticores disdain hunting, 
  and prefer to bully or persuade other creatures 
  to procure live human sacrifices for them, often 
  insisting that their victims be brought to them 
  bound and gagged, to be devoured alive. In 
  order to procure such help, the regal manticores 
  generally fall back on their mystical ability to 
  provide blessings (or grant curses) and their skill 
  at intimidation. If unable to find someone willing 
  to do their dirty work for them, regal manticores 
  generally use their staggering shout to disable prey, 
  and then devour their staggered or dazed victim.
  
  4
  Razor Manticore
   
  The creature that stands before you looks 
  like a nightmare escaped from some insane wizard’s 
  laboratory. It has the body of a lion, with reddish-
  brown fur and huge, razor claws on its feet. It has 
  a pair of monstrous bat wings, with wicked spikes 
  at their ends, and a tail that resembles a club 
  studded with hundreds of wicked, scythe-like barbs. 
  Its head is disturbingly humanoid, but its mouth 
  is filled with no less than three rows of shark-like, 
  interlocking razor teeth. Finally, a huge, serrated 
  horn grows from beneath its limp, greasy, tangled 
  mane of hair, jutting a full foot from the top of the 
  creature’s head.
  MANTICORE, RAZOR 
   
   
         CR 7
  XP 3,200
  N Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, 
  scent; Perception +10
  DEFENSE
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, 
  -1 size)
  hp 84 (8d10+40)
  Fort +11, Ref +8, Will +3
  OFFENSE
  Speed 30 ft., fly 50 ft. (clumsy)
  Melee bite +12 (1d8+5 plus gnaw) and 2 claws +12 
  (1d6+5), or gore +13 (2d6+5) and 2 claws +12 (1d6+5)
  Ranged 4 spikes +9 (1d6+5)
  Space 10 ft.; Reach 5 ft.
  Special Attacks hurl horn
  STATISTICS
  Str 20, Dex 15, Con 20, Int 3, Wis 12, Cha 7
  Base Atk +8; CMB +16 (+20 to grapple); CMD 26 
  (30 vs. trip)
  Feats Flyby Attack, Improved Grapple, Improved 
  Natural Attack (gore), Weapon Focus (gore)
  Skills Fly -2, Perception +10, Survival +4 (+8 
  tracking); Racial Modifiers +4 Perception, +4 
  Survival when tracking
  ECOLOGY
  Environment warm deserts, hills, jungles, and 
  mountains
  Organization solitary, pair, or pride (3-6)
  Treasure incidental
   
  Gnaw (Ex): When a razor manticore hits 
  with its bite attack, it can choose to gnaw the 
  target, biting down and refusing to let go. This 
  functions as the grab universal monster ability, 
  except that the razor manticore does not have 
  the option to conduct the grapple normally, 
  and must use only its mouth for the grapple, 
  suffering the normal -20 penalty for doing so 
  (and not gaining the grappled condition, as a 
  result). The razor manticore cannot make bite 
  attacks while it is grappling in this way, but it can 
  maintain the grapple as a free action, and each 
  round that it succeeds in maintaining the grapple 
  it automatically inflicts its bite damage on the 
  creature it is gnawing.
   
  Hurl Horn (Ex): With a snap of its neck, 
  a razor manticore can fire the horn on its head, 
  in the same way that an average manticore can 
  fire spikes from its tail. This attack has a range 
  of 30 feet with a range increment of 10 feet. If 
  the attack hits, it deals damage as normal for the 
  razor manticore’s gore attack, except that the razor 
  manticore adds twice its Strength modifier to the 
  damage (for a total of 2d6+10 damage). This attack 
  also has a critical multiplier of x3.
   
  Spikes (Ex): With a snap of its tail, a razor 
  manticore can loose a volley of four spikes as a 
  standard action (make an attack roll for each 
  spike). This attack has a range of 180 feet with no 
  range increment. All targets must be within 30 feet 
  of each other. A razor manticore can launch up to 
  32 spikes in any 24-hour period.
  Ecology
   
  The exact origins of these fearsome 
  creatures is unknown. Also known as “horned 
  manticores” in some lands, it is generally believed 
  that the origin of this subspecies of manticore can 
  be traced back to the laboratory of a mad wizard 
  who hoped to create an even more deadly version 
  of the manticore, a race well known for being a 
  conglomerate of different deadly predators, by 
  giving it even more natural weapons. Whether or 
  not this is true, there’s no questioning that these 
  more animalistic manticores are twice as violent 
  are their more common cousins.
  
  5
  Poisonous Manticore
   
  The creature that stands before you seems 
  to be an amalgamation of as many deadly creatures 
  as possible. It has the body of a lion, its fur black 
  with a few red highlights. It has a pair of massive 
  leathery, bat-like wings, also black, and with red at 
  the tips. Its head is like that of a man, though with 
  sharp, pointed teeth, but the feature that stands out 
  the most is the giant scorpion-like tail that curls up 
  over its body, covered in a slick, black carapace, and 
  tipped with an eight-inch long stinger that glistens, 
  as though with blood, or venom.
  MANTICORE, POISONOUS 
   
        CR 9
  XP 6,400
  NE Large magical beast
  Init +3; Senses darkvision 60 ft., low-light vision, 
  scent; Perception +12
  DEFENSE
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, 
  -1 size)
  hp 115 (11d10+55)
  Fort +11, Ref +9, Will +4
  OFFENSE
  Speed 30 ft., fly 50 ft. (poor)
  Melee bite +15 (2d6+5), 2 claws +15 (2d4+5), and 
  sting +16 (1d8+5 plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks fearsome roar, paralyzing venom
  STATISTICS
  Str 20, Dex 17, Con 21, Int 6, Wis 12, Cha 11
  Base Atk +11; CMB +17; CMD 30 (34 vs. trip)
  Feats Ability Focus (paralyzing venom), Flyby 
  Attack, Improved Natural Attack (bite), Improved 
  Natural Attack (sting), Power Attack, Weapon 
  Focus (sting)
  Skills Fly +5, Perception +12, Survival +4 (+8 
  tracking); Racial Modifiers +4 Perception, +4 
  Survival when tracking
  Languages Common
  ECOLOGY
  Environment warm hills and marshes
  Organization solitary, pair, or pride (3-6)
  Treasure standard
   
  Fearsome Roar (Ex): As a full-round 
  action, a poisonous manticore can let loose a 
  terrifying roar, which is not only frightening to 
  hear, but also has enough force to push back 
  its opponents. This has two effects. First, each 
  creature within 60 feet must succeed on a Will 
  save (DC 20) or be shaken for 1 minute. This is a 
  mind-affecting fear effect. Additionally, the force 
  of the roar pushes back all creatures in a 15-ft. 
  cone. The poisonous manticore makes a single bull 
  rush combat maneuver and applies the result to 
  each creature in the affected area. This does not 
  provoke attacks of opportunity, and the poisonous 
  manticore cannot choose to move with any of the 
  targets, but this otherwise functions as a normal 
  bull rush attempt.
   
  Paralyzing Venom (Ex): When necessary, 
  a poisonous manticore can secrete a powerful 
  paralyzing agent on the tip of its tail. As a move 
  action, the poisonous manticore can cover its 
  stinger with this substance. The next time that 
  the poisonous manticore hits a creature with its 
  sting attack, it does not deliver its normal poison. 
  Instead, the target must succeed on a Fortitude 
  save (DC 22) or be paralyzed. The target may make 
  a new saving throw each round to end the effect, 
  and the effect ends automatically after one minute. 
  Any resistance or immunity to poison that the 
  target may possess is applied to this effect, and 
  anything that can remove or suspend the effects 
  of poisons applies to this, as well. A poisonous 
  manticore may use this ability once per hour. The 
  saving throw DC is Constitution-based.
   
  Poison (Ex): Sting—injury; save Fort DC 
  20; frequency 1/round for 6 rounds; effect 1d4 Dex 
  damage; cure 1 save.
  Ecology
   
  This subspecies of manticore is easily 
  identified by its large scorpion-like tail, which it 
  can use to deliver a paralyzing toxin that allows it 
  to slowly devour its prey alive and fully conscious, 
  and these creatures are just intelligent enough to 
  be able to derive a cruel, sadistic satisfaction from 
  doing so. While they are much better hunters and 
  killers than more common breeds of manticores, 
  their propensity for killing their mates (and 
  eating their offspring) has gone a long way toward 
  keeping their population under control.
  
  6
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
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  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
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  Exotic Encounters: Griffons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Ankhegs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Manticores Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
   
  END OF LICENSE 
  
  Exotic Encounters: Manticores
  
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