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MANTA RAY[]

Size/Type: Large Animal (Aquatic)
Hit Dice: 4d8 (18 hp)
Initiative: +0
Speed: Swim 30 ft. (6 squares)
Armor Class: 12 (–1 size, +3 natural), touch 9, flat-footed 12
Base Attack/Grapple: +3/+9
Attack: Ram –1 melee* (1d6+1)
Full Attack: Ram –1 melee* (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +6, Swim +10
Feats: Alertness, Endurance
Environment: Warm aquatic
Organization: Solitary or school (2–5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 5–6 HD (Medium)
Level Adjustment:

These fish are nonaggressive and generally avoid contact with other creatures. They filter plankton and similar small organisms from the water through their gaping, toothless maws.

COMBAT[]

*If threatened, a manta ray uses its size and weight to ram opponents. This is treated as a secondary attack.

Skills: A manta ray has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

SEE WIKIPEDIA ENTRY: Manta Ray



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