Desert ManticoreCreature 12
Source Pathfinder Howl of the Wild
Perception +22 (darkvision, scent (imprecise) 60 feet)
Languages Common, Kelish, Osiriani
Skills Acrobatics +22, Athletics +25, Deception +22, Intimidation +26, Stealth +22
Str +7, Dex +2, Con +5, Int -2, Wis +2, Cha +4
AC 33; Fort +25; Reflex +22; Will +22;
HP 270
Speed 30 feet (fly 40 feet)
Immunities poison
Jaws
+25 (+20, +15) to hit (unarmed) 4d8+10 PiercingClaw
+25 (+21, +17) to hit (agile, unarmed) 4d6+10 SlashingStinger
+25 (+20, +15) to hit (reach 10) 3d6+10 PiercingIndomitable Beast

Frequency once per day
Trigger The desert manticore is reduced to 0 HP
Effect The desert manticore avoids being knocked out and remains at 1 HP, then can make a stinger Strike against a creature in its reach.
Manticore Venom (poison)Saving Throw DC 32 fortitude
Maximum Duration 6 rounds
Stage 1 3d8 poison damage and Drained 1 (1 round)
Stage 2 4d8 poison damage and Drained 2 (1 round)
Stage 3 5d8 poison damage and Drained 3 (1 round)
Scorpion Sting
The desert manticore Strikes an Off-Guard creature with its stinger. The attack injects venom deeply, dealing an additional 4d8 poison damage and giving the target a –2 circumstance penalty to their initial save against the poison.
Venomous Flight
The desert manticore Flies twice, dripping venom from its stinger. It chooses a creature it flew directly above during the flight, which is exposed to manticore venom. The desert manticore cannot fly further than 60 feet above the target or the venom becomes too dispersed in fall to take effect.
Desert manticores are far more dangerous than their common cousins and only marginally cleverer. Instead of the usually spiked tail reminiscent of a porcupine, desert manticores have large scorpion tails, requiring them to adopt closer approaches and cunning ambushes. Desert manticores are known for their egos and constant attempts to outmatch sphinxes within their chosen territories. No accounts of such attempts have ever proved fruitful for the desert manticore.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.