Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Electrolocation
A manta ray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself.
Ability
Strafing Rush
The manta ray Swims, making one tail Strike at any point along the way. The Strike deals half damage.
Ability
Swift Swimmer
The manta ray Swims twice. It has a +10-foot circumstance bonus to its Speed during these actions.
Offense
Melee
Circumstance: combat round (melee)
tail +8 [+4/+0] (agile), Damage 1d8+3 bludgeoning
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Perception
electrolocation (imprecise) 30 feet
low-light vision