Fiendish Mantis

Level 11
Creature· animalUniqueGargantuanRemaster
AC
31
HP
220
Speed
0 ft.
Perception
+20
Fort
+24
Ref
+20
Will
+18
Senses darkvision
Skills athletics +25, stealth +22, acrobatics +18
Recall Knowledge DC 38 (nature, religion)

Attacks

Melee Mandibles +25 (reach 10 ft.), Damage 2d12+14 piercing
Melee Leg +24 (agile, reach 20 ft.), Damage 2d10+14 piercing plus grab

Abilities

Ship-Bound

The mantis is fused to the ship and moves where the ship moves. It doesn't occupy a space of its own but is treated as being in the front 20-foot-by-20-foot space of the ship for the purpose of making attacks and being targeted.

Fling

The deadly mantis flings a Grabbed creature into the air, up to 30 feet overhead and up to 30 feet away from the mantis (the creature takes damage from the fall as normal). If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage with a DC 31 reflex save.

Rending Mandibles

The mantis makes a mandibles Strike against a creature it has Grabbed. If that Strike hits and the creature is wearing armor with Hardness 12 or lower, the armor is broken. This Strike doesn't further damage armor that's already broken.

Sudden Strike

On the first round of combat, creatures that haven't acted are Off-Guard to the deadly mantis.

Grab

These gigantic mantids make their homes within prehistoric forests.


These predators possess lightning-quick forelegs and a bone-breaking bite.