Male advanced half-troll blue mantimera Bbn7/Ftr7: CR 24; AL CE; Size H; Huge Magical Beast
AC 38 (-2 size, +8 Dex, +22 natural; touch 16, flat-footed 38)
HD 27d10+270 plus 7d12+70 plus 10; hp 704
Init +12 (+8 Dex, +4 Improved Initiative)
SV Fort +29, Ref +19, Will +22
Spd 50 ft. (10 squares), fly 50 ft. (poor)
Atk +48 melee (4d6+13, crit. 19-20/x2, bite) or +44 ranged (4d6+15, crit. 17-20/x2, 6 spikes)
Full Atk +48 melee (4d6+13, crit. 19-20/x2, bite) and +46 melee (3d6+6, crit. 20/x2, bite) and +46 melee (3d6+6, crit. 20/x2, gore) and +46 melee (2d6+6, crit. 20/x2, 2 claws) or +44 ranged (4d6+15, crit. 17-20/x2, 6 spikes)
BAB +34/+29/+24/+19/+14; Grapple +55
Space/Reach 15 ft./10 ft.
SA Breath weapon, rage 2/day, rend 4d6+19, spikes, structural weakness +4
SQ Damage reduction 1/, darkvision 60 ft., fast healing 5, fast movement, improved uncanny dodge, low-light vision, scent, trap sense +2, uncanny dodge
Abilities: Str 37, Dex 26, Con 31, Int 4, Wis 13, Cha 8
Languages: Common, Draconic
Skills and Feats: Hide +4*, Listen +17, Spot +17, Survival +14; Alertness, Combat Reflexes, Epic Prowess x3, Far Shot, Fast Healing, Flyby Attack, Great Dexterity x3, Hover, Improved Critical (bite), Improved Critical (spikes), Improved Initiative, Improved Natural Armor x4, Improved Natural Attack (spikes), Iron Will, Multiattack, Point Blank Shot, Precise Shot, Sturdy, Track, Weapon Focus (spikes), Weapon Specialization (spikes), Wingover
Breath Weapon (Su): Breath 40-ft. line of lightning. Once every 1d4 rounds, deals 3d8 points of damage, and allows a DC 39 (10 + ½ HD + 2 evolved + Con modifier) Reflex save for half damage. The save DC is Constitution-based.
Rend (Ex): If a half-troll hits with two or more claw attacks against the same opponent, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional amount of damage based on the half-troll's size. A half-troll adds 1 1/2 times its Strength modifier to this base rend damage.
Spikes (Ex): With a snap of its tail, a mantimera can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 360 feet with no range increment. All targets must be within 30 feet of each other. A normal mantimera can launch only twenty-four spikes in any 24-hour period; however, due to his fast healing, this mantimera has an unlimited supply of spikes.
Skills: A mantimera's three heads and manticore parentage give it a +4 racial bonus on Listen and Spot checks. *In areas of scrubland or brush, a mantimera gains a +4 racial bonus on Hide checks.