16 (natural armor)
168 (16d12+64)
walk 40 ft.
Str +8, Con +8
Athletics +8, Intimidation +7, Perception +6
poison
charmed, poisoned
darkvision 120 ft.
Common, Dwarvish, Draconic
9
Mantik may not fly, levitate, or be polymorphed by any spell or effect.
If Mantik fails a saving throw, he can choose to succeed instead.
Mantik's weapon attacks are magical.
Mantik has advantage on all opportunity attacks, and a creature reduced to 0 hp by his attacks has disadvantage on its first death saving throw.
If Mantik moves at least 20 feet in a straight line, all tail spike attacks made this round have advantage. A creature struck by these tail spike attacks must succeed on a DC 16 Strength saving throw or be knocked prone.
Mantik has thirty-six tail spikes. Used spikes regrow when he finishes a long rest.
Mantik makes three attacks. two with his claws and one with his bite or three with his tail spikes.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Ranged Weapon Attack: +6 to hit, range 100/200 ft., one target. Hit: 11 (2d8 + 2) piercing damage and the creature must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. A creature poisoned by the tail spike has its speed halved and can't take the Dash action.
Mantik unleashes an ground-shaking roar. Each creature within 60 feet who can hear him must succeed on a DC 14 Wisdom saving throw or be incapacitated for 1d4 rounds.
Mantik, can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Mantik, regains spent legendary actions at the start of its turn.
Mantik can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Mantik regains spent legendary actions at the start of his turn.
Mantik moves up to his speed without provoking opportunity attacks.
Mantik lets loose a throaty growl. Each creature within 60 feet who can hear Mantik must succeed on a DC 14 Wisdom saving throw or be frightened of him until the end of its next turn.
Mantik makes a tail spike attack.