Dungeons and Dragons Manta Ray 3.5 PBP RPG

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Manta Ray

Manta Ray

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

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.


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Latest RPG Post

On hearing Avan, admonish everyone to get to the roofs, Rivoril suggests for everyone to do the same.
"Common, lets get to the roof, and take all our gear there," he says.
They, all get out of the room,remove barricades, and get to the roof via the attic.

Specific Action: Once on the roof, will get to the side facing dirrection of graveyard. Preparing to fire bows, with flammable, oil soaked cloth. Reading bows, preparing to set arrows ablaze. On approaching creatures.

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