Manta-Kine

humanoid (manta-kine) · CR 1/2 · from Book of Beasts III · by Robert J. Hall
Manta-Kine

Manta-Kine, 1st-Level Warrior

StatisticValue
Size/TypeMedium Monstrous Humanoid
Hit Dice1d8 (4 hp)
Initiative+2
Speed30 ft. (6 squares)
Armor Class16 (+2 Dex, +2 leather armor, +2 natural), touch 12, flat-footed 14
Base Attack/Grapple+1/+2
AttackGlaive +2 melee (1d10+1); or bite +2 melee (1d4+1 plus paralysis)
Full AttackGlaive +2 melee (1d10+1); or bite +2 melee (1d4+1 plus paralysis)
Space/Reach5 ft./5 ft.
Special AttacksParalyzing bite
Special QualitiesDarkvision 60 ft., low-light vision, spell-like abilities, stable
SavesFort +4 (+6 vs. Poison), Ref +2, Will -1
AbilitiesStr 13, Dex 14, Con 11, Int 10, Wis 9, Cha 6
SkillsBalance +4, Climb +2, Disable Device +4, Jump +3, Open Lock +4, Sleight of Hand +4, Swim +2
FeatsGreat Fortitude
EnvironmentWarm desert
OrganizationSolitary, gang (2–4), or band (6–40 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level)
Challenge Rating1
TreasureStandard
AlignmentUsually chaotic neutral
AdvancementBy character class
Level Adjustment+1

Description

The head of this reptilian humanoid resembles a hooded cobra. Bundles of wriggling tendrils hang down where arms and legs would normally appear. It has a sleek, green and tan scaly hide.

Often called the sissirin nation, this little-known race has a head resembling that of a hooded cobra, with a wiry, humanoid frame that is much slimmer than a human's. The arms and legs of the manta-kine consist of flexible tentacles, with a bundle of smaller, slender tendrils protruding at the tip of each arm.

Despite the seemingly awkward nature of their lower limbs, the manta-kine are capable of slithering across open ground as quickly as a human. Their bodies are unusually flexible and nimble, allowing them to handle weapons and tools with great agility. Due to their sensitive eyes, manta-kine prefer dim lighting, and usually wear loose, hooded robes to cover their heads and other extremities. The flesh is a dark, scaly green, with light and dark tan stripes extending from just above the wide nostrils to the base of their protruding spine. The female of the species is smaller and more numerous than the males. A deep aqua hue distinguishes them from the males.

Combat

When traveling outside their hives, the manta-kine are armed with a glaive that has a hardwood shaft and a double-pronged tip. The longer barbed prong is used to hook or trip an opponent, while the shorter tip is often fitted with a nasty stinging bulb. For extra protection, woven leather armor is often worn under their robes. While less than physically imposing overall, the bite of these creatures injects a toxin that can completely paralyze smaller creatures within a few moments.

Paralyzing Bite (Ex): The bite of a manta-kine is poisonous. A bit opponent must succeed on a DC 12 Fortitude save or become paralyzed for 1d3 minutes. The save DC is Constitution-based and includes a +2 racial modifier.

Stable (Ex): Due to their bundles of tendril-like legs, manta-kine are exceptionally stable. They gain a +8 bonus on any check to avoid being tripped. This is in place of the normal +4 bonus for defenders with more than two legs.

Spell-Like Abilities: At will―speak with animals (snake only). Caster level equals Hit Dice.

Skills: Manta-kine have a +2 racial bonus on Balance, Disable Device, Open Lock, and Sleight of Hand checks. They also have a +2 racial bonus on Craft (Alchemy) checks that are related to poisons.

Manta-Kine Society

The sissirin dwell in extensive, well-concealed adobe tunnels in the barren lands. When they mate, the sissirin produce batches of eggs that are kept in a fanatically-guarded rookery at the heart of their hive. Despite their nature-based civilization, the sissirin possess a sophisticated culture and a highly centralized, theocratic government. Well versed in herbal lore, they have mastered the art of cultivating different strains of mushrooms and fungi for various specialized purposes.

Their serpentine appearance causes strong reactions among outsiders, so the manta-kin are justifiably wary of any strangers. The priesthood often cultivates secret spy networks among potential foes, seeking to play enemies against each other.

Manta-Kine as Characters

Manta-kine leaders tend to be rogues or clerics. Manta-kine clerics worship a goddess of shadows and thievery. A manta-kine cleric has access to two of the following domains: Chaos, Earth, Plant, and Trickery. Most manta-kine spellcasters are adepts.

Manta-kine characters possess the following racial traits.

  • +2 Dexterity, -2 Charisma.
  • Size Medium.
  • A manta-kine's base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Low-light vision.
  • +2 racial bonus on saving throws against poisons.
  • +2 racial bonus on Disable Device, Open Lock, and Sleight of Hand checks.
  • +2 racial bonus on Craft (Alchemy) checks that are related to poisons.
  • +2 natural armor bonus.
  • Natural Weapons: bite (1d4)
  • Special Attacks (see above): Paralyzing bite.
  • Special Qualities (see above): Spell-like abilities, stable.
  • Automatic Languages: Common, Draconic. Bonus Languages: Goblin, Gnoll, Orc, Undercommon.
  • Favored Class: Rogue.
  • Level Adjustment: +1.

The manta-kine warrior presented here has the following ability scores before racial adjustments: Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8.

Advanced Benefits

In addition to the standard changes due to Hit Dice advancement, manta-kine also gain the following special benefits.

  • The save DC of the paralyzing bite is equal to 12 + ½ HD + Constitution modifier.

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All 820 monsters in the Netbook Bestiary