Manta Ray

MapTool Token

NameManta Ray
Sorted NameManta Ray
FamilyManta Ray
Size and TypeLarge Animal (Aquatic)
Hit Dice Count4
Hit Dice4d8 (18 hp)
Random Hit Points4d8 - 0
Initiative+0
SpeedSwim 30 ft. (6 squares)
Armor Class12 (-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/Reach10 ft./5 ft.
Special Attacks-
Special Qualities

Low-light vision

SavesFort +4, Ref +4, Will +2
AbilitiesStr 15, Dex 11, Con 10, Int 1, Wis 12, Cha 2
Skills

Listen +7, Spot +6, Swim +10

Feats

Alertness, Endurance

EnvironmentWarm aquatic
Challenge Rating1
Organization

Solitary or school (2-5)

Advancement5-6 HD (Medium)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Manta ray; CR 1; Large animal (aquatic); HD 4d8; hp 18; Init +0; Spd Swim 30 ft. (6 squares); AC 12 (-1 size, +3 natural), touch 9, flat-footed 12; Base Atk +3; Grp +9; Atk -1 melee* (1d6+1, ram); Full Atk -1 melee* (1d6+1, ram); Space/Reach 10 ft./5 ft.; SA -; SQ Low-light vision; AL N; SV Fort +4, Ref +4, Will +2; Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 2

Skills and Feats: Listen +7, Spot +6, Swim +10; Alertness, Endurance

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.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Ram -1 melee* (1d6+1), or Ram -1 melee* (1d6+1)

feats: ALERTNESS, ENDURANCE, ,