Mantimera (CR -)

Large Magical Beast
Alignment: Usually chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +11, and Spot +11


AC: 19 (-1 size,.+1 Dex, +9 natural), touch 10, flat-footed 18
Hit Dice: 9d10+27 (76 hp)
Fort +9, Ref +7, Will +6
Speed: 30 ft., fly 50 ft. (poor)
Space: 10 ft./5 ft.
Base Attack +9; Grapple +17
Attack: Bite +12 melee
Full Attack: Bite +12 melee and bite +12 melee and gore +12 melee and 2 claws +10 melee ; or 6 spikes +10 ranged
Damage: Bite 2d6+4, bite 1d8+4, gore 1d6+4, 2 claws 1d6+2, 6 spikes 1d8+2/19-20
Special Attacks/Actions: Breath weapon, spikes
Abilities: Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10
Special Qualities:
Feats: Alertness, Flyby Attack, Hover, Iron Will, Multiattack, Track, Weapon Focus (spikes),
Skills: Hide +1*, Listen +11, Spot +11, and Survival +1
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Climate/Terrain: Warm hills
Organization: Standard
Treasure: Solitary or pack (2-5)

Source: Shining South

Combat

Like its chimera parent, the mantimera prefers to surprise prey. It swoops down from the sky or lies concealed, loosing a volley of tail spikes and its dragon breath weapon before closing to fight. If possible, the beast stays aloft during battle.

Breath Weapon (Su): A mantimera's breath weapon depends on the color of its dragon head. To determine the head color and breath weapon randomly, roll 1d10 and consult the table below. Regardless of its type, a mantimera's breath weapon is usable once every 1d4 rounds, deals 3d8 points of damage, and allows a DC 17 Reflex save for half damage. The save DC is Constitution-based.

d10Head Color Breath Weapon
1-2Black 40-ft. line of acid
3-4Blue 40-ft. line of lightning
5-6Green 20-ft. cone of gas (acid)
7-8Red 20-ft. cone of fire
9-10White 20-ft. cone of cold

Spikes (Ex): With a snap of its tail, a mantimera can loose a volley of six 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. The mantimera can launch only twenty-four spikes in any 24-hour period.

Skills: A mantimera's three heads and manticore parentage give it a +4 racial bonus on Listen and Spot checks. In areas of scrubland or brush, a mantimera gains a +4 racial bonus on Hide checks.

Carrying Capacity: A light load for a mantimera is up to 348 pounds; a medium load, 349-696 pounds; and a heavy load, 697-1,044 pounds.