Manta Ray
Creature 1 — animal, aquatic
Pre-Remaster content. May include legacy alignment.
FlankerAQUATICanimalaquatic
While manta rays might appear daunting, they are generally docile. Manta rays are found in temperate or tropical oceans, and they generally stay in the upper reaches or at the surface of deeper waters. These rays are filter feeders that subsist on plankton. They can also eat larger fish or aquatic creatures as the need arises, but rarely attack anything Small or larger. Many underwater cultures, particularly aquatic elves, raise and farm manta rays to serve as messengers, beasts of burden, or ev
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +6; low-light-vision; electrolocation (imprecise) 30 feet
Skills athletics +8
Str
+3
Dex
+3
Con
+4
Int
-4
Wis
+1
Cha
-1
AC 16
Fort +6
Ref +9
Will +6
HP 24
Speed 0 feet, swim 40 feet
Offense
Melee Tail (agile) +8, Damage 1d8+3 bludgeoning
Abilities
Electrolocation — A manta ray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself.
Strafing Rush — The manta ray Swims, making one tail Strike at any point along the way. The Strike deals half damage.
Swift Swimmer — The manta ray Swims twice. It has a +10-foot circumstance bonus to its Speed during these actions.
WORKS WELL WITH
SnareAQUATICA controller that restricts movement in the water keeps a target from escaping the swimming strafing pass.
AnvilAQUATICA durable body holding position underwater lets the fast swimmer dart in for a hit-and-run pass.
SniperAQUATICA ranged attacker can finish off a target the strafing pass leaves reeling before it swims out of reach.
PUNISHES
✖ standing still in open water✖ isolated swimmers
Water-locked; only plausible alongside other creatures able to fight in an aquatic environment.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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