b'Manticore King \n'b' Much larger than his kin, the Manticore King\xe2\x80\x99s scarred and wizened visage is punctuated by longsword-length teeth that grind and clatter together when he speaks. His coloration is direst crimson, and his black wings appear too withered for flight. \n'b'  Huge   monstrosity ,  lawful evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  168 (16d12 + 64)  Speed  40 ft.\n'b' STATS STR: 19 (+4) DEX:  14 (+2)  CON:  18 (+4)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Strength  +8,  Constitution  +8  Skills   Athletics  +8,  Intimidation  +7,  Perception  +6  Damage Resistances  poison  Condition Immunities   charmed ,  poisoned   Senses   darkvision  120 ft., passive  Perception  16  Languages  Common, Draconic, Dwarvish  Challenge  9 (5,000 XP) \n'b' Special Traits \n'b'   Cursed . The Manticore King may not fly, levitate, or be polymorphed by any spell or effect. \n'b'  Legendary Resistance (2/day) . If the Manticore King fails a saving throw, he can choose to succeed instead. \n'b'  Magic Weapons . The Manticore King\xe2\x80\x99s weapon attacks are magical. \n'b'  Merciless Ferocity . The Manticore King has advantage on all opportunity attacks, and a creature reduced to 0  hp  by his attacks has disadvantage on its first death saving throw. \n'b'  Penetrating Volley . If the Manticore King 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 . \n'b'  Tail Spike Regrowth . The Manticore King has thirty-six tail spikes. Used spikes regrow when he finishes a  long rest . \n'b'  Actions \n'b'   Multiattack . Mantik makes three attacks: two with his claws and one with his bite or three with his tail spikes. \n'b'  Bite .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) slashing damage. \n'b'  Tail Spike .  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\xe2\x80\x99t take the  Dash  action. \n'b'  Roar of the Barbed King (Recharge 5-6) . The Manticore King 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. \n'b'  Legendary Actions \n'b' The Manticore King 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\xe2\x80\x99s turn. Mantik regains spent  legendary actions  at the start of his turn. \n'b'   Move . The Manticore King moves up to his speed without provoking opportunity attacks. \n'b'  Growl (Costs 2 Actions) . The Manticore King lets loose a throaty growl. Each creature within 60 feet who can hear him must succeed on a DC 14  Wisdom  saving throw or be  frightened  of him until the end of its next turn. \n'b'  Tail Spike (Costs 2 Actions) . The Manticore King makes a tail spike  attack . \n'b'  About \n'b' Inside the sandblasted walls of a ruined castle, the king of the manticores roars decrees to the wind. The oldest and most ferocious manticore sits atop the shattered throne of a long-forgotten kingdom. He is loved like a god by a loyal clan of kobolds, who bring the beast treasures and sacrifices.'