The “Damn” Manticore of Really Wild West (in Starfinder)
In yesterday’s session notes for my third Really Wild West Game, I mentioned the main villain was a modified manticore. I took the base stats from Legendary game’s excellent Alien Bestiary (name mentioned here with special permission from LG), and made some changes.
Some of those changes are stylistic. I wanted a scorpion-tailed manticore, rather than a spike-flinging tail. But some of the changes (higher will saves, flexible tail, flyby attack, advanced weaponry) are specifically designed to make it a more dangerous foe.
Essentially, I wanted a CR 7 threat to be an epic encounter for the five 5th level heroes, but I didn’t want to use a CR 7 monster. In Starfinder, the math is so tight, fighting something that is 2 CRs above you can be extremely frustraintg, ebcause it never misses, and you rarely hit. Using two CR 5 monsters as a CR 7 encounter works great, but here I experimented with boosting the combat effectiveness of a foe without boosting their HP, AC, attack values, and so on. I list this as CR 6 +1; it’s CR 7 for all purposes except it’s array.
Then at the end I list my GM notes on two of the bits of treasure Gaotema had. They helped tell this specific monster’s story — an Ottoman Turk manticore who has been around since the 1700s, and fought for the Confederates in the US Civil War, then turned mercenary and gang leader after the South lost.
GAOTEMA, The “Damn” MANTICORE
Manticore CR 6+1
Init +2; Senses darkvision 60 ft., low-light vision; Perception +13
DEFENSE HP 95
EAC 18; KAC 20
Fort +10, Ref +10, Will +10
Speed 40 ft., fly 60 ft. (Ex, average)
Melee claw +16 (1d8+11 S) or stinger +16 (1d8+11 P, Fort DC 17)
Ranged grenade launcher +14 (“Puckle Gin,” See below)
Space 10 ft.; Reach 5 ft. (10 ft. with stinger)
Offensive Abilities Flexible Tail (Threaten foes in reach even if they have cover)
Str +5, Dex +2, Con +3, Int –1, Wis +0, Cha +0
Skills Survival +18 (+22 when tracking)
Feats Flyby Attack (as PF1), Mobility, Spring Attack
Languages Common, Ottoman Turkish
Doomstone-Enhanced Poison – Uses track of target’s highest ability score. End State is Venom-Wight. DC 17 (7 points of damage)
Each state takes twice as long as the one before it
Immediate/1 round – Save or Weakened
2 rounds – Save or Impaired
4 rounds – Save or Staggered
8 Rounds – Save or Immobile
16 rounds – Save or Venom-Wight
2280 cr. 60 ft. 8 grenades 5 bulk Analog, Expiramental
Grey Smoke – Fortitude saving throw each round (DC = 13 + 1 per previous check) or spend that round choking and coughing; he can do nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. Concealment.
Silver Smoke – DC 14, or forget details of what you saw without confirmation afterward.
Black Smoke – As smoke + tail venom, above
Red Shell – 5d6 fire, half damage to targets within 20 feet (Ref negates)
Experimental — If damaged, roll d20 on the mishap chart, below.
1-5: Backfire, user takes 1d6 fire damage each time it fires.
6-10: Takes a full round action to attack.
11-15: Can’t load a new round without a DC 17 Engineering check
16-20: Inaccurate. Roll scatter for every attack.
Artilleryman’s Hat – Constant – Reduce effect of miss change from smoke/fog/vapor-base concealment by half, and it is never total concealment.
Standard Action – Grant 1 hour of immunity to inhaled smoke/fog/vapor effects. 1/day.
“A battered hat with many cuts and scrapes, there is a Confederate artillery pin stuck on top of a faded Union artillery patch.”
Compression Gear Harness
Standard to activate, 1/day, for 1 hour +4 to bulk carrying capacity, +2 damage with melee attacks
2 bulk, 5k credits, item level 5, must be custom fit with Engineering check
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