Page 100 - Dragonix - DM Options Monster Talents v1.01
P. 100
The werewolf deals an extra 3 (1d6) damage with
its melee weapon attacks against a creature if at Skirmisher
least two of the werewolf's allies are within 5 feet
Type: Trait.
of the target and the allies are not incapacitated.
___________________________________________________________ If the manticore hits a creature with a weapon
attack, it can use a bonus action to perform a Dash
or Disengage action this turn.
Magmin Spike Volley
Type: Action.
The magmin (CR 1/2) can have 1 talent.
Talent Cost: 2 (Counts as 2 Talents).
Hurl Flame The manticore makes a Tail Spike attack against
any number of creatures within 10 feet of a point
Type: Action.
it can see within 100 feet. It must have tail spikes
The magmin can use Hurl Flame. for each target, as normal, and it makes a separate
attack roll for each target.
Hurl Flame. Ranged Spell Attack: +4 to hit, range 30
ft., one target. Hit: 3 (1d6) fire damage.
Poisonous Spikes
Improved Ignited Illumination Type: Trait.
Type: Trait. A creature hit by the manticore's tail spike attack
must make a DC 13 Constitution saving throw or
A creature that starts its turn within 5 feet of
become poisoned for 1 minute.
the magmin while it is ablaze takes 2 (1d4) fire
damage.
Manticore Medusa
The medusa (CR 6) can have 3 talents.
The manticore (CR 3) can have 2 talents.
Combat Advantage
Dive Attack
Type: Trait.
Type: Trait.
Once during its turn, the medusa deals an extra 10
If the manticore is flying and dives at least 30 feet
(3d6) damage when it hits a target with a weapon
straight toward a target and then hits it with a claw
attack and has advantage on the attack roll.
attack, the attack deals an extra 3 (1d6) slashing
damage and the target must make a DC 13 Strength
saving throw or be knocked prone.
Deadly Archer
Type: Trait.
Flyby Talent Cost: 2 (Counts as 2 Talents).
Type: Trait.
Once per turn the Medusa can reroll a ranged
The manticore doesn't provoke an opportunity attack with its longbow. It must use the result of
attack when it flies out of an enemy's reach. the second roll, even if it is lower.
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