manticore monster card

Manticore Monster Card art by Jeff Reitz

Manticore Culture, Psychology, & Lore

by Vassar Oenbring

 

“Your arcanists speculate on our origins, as though your pathetic magicians could create something as magnificent as us. We are predators designed by the Gods. We will bring an end to humanoid rule over this world. Once we have cast your empires into ruin, you will be slaves and livestock, nothing more.”


– Grou K’haza, Manticore

Culture and Psychology

Few creatures are as obsessively malicious toward civilized beings as Manticores. Their monstrous appearance and hunger for the flesh of Humans and Elves has made them villians in numerous legends, tavern songs, and horror stories. The fickle Manticore temperament is notoriously difficult to predict, as such they are incredibly dangerous foes.

Manticores are most frequently encountered alone or in mated pairs. They prefer warm, dry climates, but have been encountered in wet jungles and even in the frigid north. These wicked predators have been observed roosting in massive nests built from saplings and large branches, but are also known to dwell in caves and abandoned temples. Some Manticores reside for a time in the villages they plunder, usually taking over the mead hall or courthouse for use as their base of operations. These Manticores often plague the roads around their towns, murdering some travelers and demanding tolls and tribute from others.

Manticores take delight in sharing tales of their brutal deeds, and form loose associations to boast with one another and trade trophies. A group of Manticores is commonly known as a hubris. These groups vary in size based on season and the availability of prey, but rarely number more than eight. Manticores exhibit intermittent loyalty toward their hubris, and rally to defend others of their kind only when they can spot a long-term benefit, or in the rare case of a personal bond.

Humans, Halflings, Gnomes, and especially Elves are Manticores’ preferred prey, and they frequently nest within range of vulnerable populations to satisfy their tastes. If such meat is scarce, or if obtaining it proves unduly troublesome, non-reptilian humanoids such as Dwarves, Orcs, and Hobgoblins will suffice. It is said that Manticores hate the smell and especially the taste of reptilians such as Lizardfolk, Troglodytes, and Yuan-Ti. They possess a sharp disgust for these and related races, even to the point of disdaining combat with them. Manticores are not squeamish about most carrion however, and are drawn to battlefields, where they feast upon the recently dead and freshly wounded.

Unlike most winged beasts, Manticores are disinclined to eat livestock or to prey on unintelligent creatures, and have been observed doing so only when starving. It is said that Manticores savor the fear of sentient beings. This explains their preference for humanoid meat, and their penchant for devouring their victims alive.

Manticores are sometimes discovered living in harmony with wild creatures, usually to the surprise and horror of Druids, Rangers, and other naturalists. A snippet of folk song, translated from the Elvish by the Halfling Bard Jibbin Gutbeer, describes a Manticore encountered living peaceably among a herd of deer:

“Loritha, bold huntress, tracks the hart
into the forest’s ancient part.
But fate unkind–she hides the signs,
a Manticore among the hind abides!”

This ability to cohabitate with wild creatures, combined with a focused malevolence and an unspeakable appetite, makes Manticores particularly dangerous to adventurers. A party of explorers may fight off a pack of wolves, for example, only to find that a Manticore has been watching from above, lying in wait for the right moment to strike.

Special Tactics

Malice combined with cunning makes for dreadful encounters. Manticores have no desire to fight fairly or nobly. They do not engage in close combat unless absolutely necessary, and prefer to fly above their prey and pelt them with spikes. If they run out of spikes or are wounded, they will most often retreat, recuperate, and attack again when the odds are in their favor. If outmatched, they will almost always fly away and hide.

A motivated hubris of Manticores can defeat a large company of ground troops. They are smart enough to target magic users, archers, and healers, and do so with brutal efficiency. While their opponents reel from the fusillade of spikes, Manticores swoop in at head level, slashing and biting with terrible effect. Manticores who have gained the upper hand in battle relentlessly pursue and slay their foes, occasionally landing among the wounded to feast upon their flesh. If a fight turns sour, the hubris will scatter, each Manticore seeking to save its own leathery skin, even at the expense of kits and kin.

Qualities

Cowardly. Manticores retreat when injured, and often flee when even slightly hurt.

Deep Sleep. The predominantly crepuscular Manticores sleep deeply during the middle of the night and around noon. If encountered during their slumber, Manticores roll at Disadvantage on Perception checks.

Keen Senses. Sharp hearing and sight grants Manticores Advantage on Initiative rolls in their native habitats.

Overconfident. Due to their arrogance, Manticores are prone to underestimating the strength and intelligence of those they consider prey. They roll Insight checks at Disadvantage when dealing with creatures size Medium or smaller.

Vengeful. Manticores do not forgive injury and will seek revenge on any creature that harms them.

Weapons

Melee 1. Shred. (1d6+3 slashing.) By using a full-round action, a Manticore may attack 4 times using each of its clawed feet.

Melee 2. Pounce. (2d8+5 slashing.) A grounded Manticore may leap up to 60 feet in a straight line and attack once with Pounce at Advantage.

Ranged 1. Spike Spray. (60’ Cone, 4d8+3 piercing, DC 12 DEX save for half damage.) By using its attack action, a Manticore may fire all of its tail spikes at once.

Ranged 2. Fling. (+5 to hit, 30’ range, damage at DM’s discretion.) A Manticore may use its Attack action to pick up an object weighing less than 50 pounds and hurl it at an opponent..

Special Units

Stonehide Manticore. These fearsome Manticores have particularly tough, scaly hides that repel physical attacks. They have 18 AC, and can be damaged only by magic and magical weapons.

Groundbound. These flightless Manticores are born without wings and shunned by others of their kind. Groundbound grow long, razor-sharp claws and gain a Burrow speed of 15 feet.

Fleshbinder. Manticores who worship Haranbruuz, the Manticore God, have the ability to use healing magic. Fleshbinders may use Healing Word 5 times and Lesser Restoration twice per long rest. Fleshbinders usually shy away from direct combat unless compelled by a Stonehide or a Hubrex.

Hubrex. Nearly always found in leadership positions, a Hubrex is a powerful and fearsome example of its kind. A Hubrex has maximum Hit Points and rolls all saving throws at Advantage.

Longtail. These Manticores have twice the range on their Tail Spike attack (200/400) and twice as many spikes.

Special Abilities

Defensive Hover. An airborne Manticore may use a full-round action to hover in place, take the Dodge action, and still fire Tail Spikes as normal.

Hunting Spike. By taking its time to aim, a Manticore may use its attack action to make a single Tail Spike attack at Advantage.

Maul. A Manticore that hits with both its claw attacks may forgo its Bite attack to deal an automatic extra 2d6 slashing damage as it tears into its foe.

Mimicry. Imitation comes naturally to Manticores, and they can accurately mimic any sound they have heard in the last 10 days.

Snatch. By using a full-round action, a Manticore may move twice its speed and attempt to grapple a Medium or smaller creature. If the grapple is successful, the Manticore drags the grappled creature along with it. A Manticore using Snatch does not provoke attacks of opportunity, as if it were using the Disengage action.

Stalk. When focused solely on pursuing prey, a Manticore has Advantage on Survival and Perception checks to locate creatures, and Advantage on Stealth checks to remain hidden. Once the Manticore reveals itself, it cannot use Stalk again until it finishes a Short Rest.

Movement

Run. Good. Manticores are quick and sure-footed on open ground.

Climb. Average. While capable, Manticores rarely put themselves into positions where climbing makes more sense than flight.

Swim. Average. Manticores do not seem to mind water and are capable swimmers.

Burrow. Poor. Although seemingly well-equipped for digging, Manticores are finicky and do not like to dirty their paws.

Fly. Excellent. Manticores are quick, agile, and confident in the air.

Grudges

Dragons and Giants consider Manticores delicious and hunt them for food. Yuan-Ti and Rakshasa have been known to capture and subject them to use as mounts. Manticores, being the cowards that they are, flee at the sight of Giants and cower before Dragons. They despise Rakshasa, and especially Yuan-Ti, and will fight these races viciously until it becomes clear they are losing.

But the true enemies of Manticores are Elves. The animosity between these races is older than most can remember, as they have hunted each other since the dawn of recorded history. Elves train specialized Pegasus riders, known as the Faramantica, to defend their outlying settlements from Manticores. Armed with long lances and stout shields, these skyknights are among the most revered warriors in Elvish song, honored for their bravery and mourned for their short and often violent lives.

Manticores hunt Elves in turn, seeking out isolated villages and torturing their victims before devouring them alive. Elven obelisks document battles with huge hubrises of Manticores numbering 100 and more that occurred during the Age of the Sun. Elvish cities were plundered, and for a time Manticores stalked through the ruins of once-great Elven halls. The Elves, of course, retaliated with great force. Neither side has forgotten the losses suffered at the hands of the other.

 

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