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Mantis, Deadly

This terrifying monstrosity towers taller than the mightiest jungle trees, its forelimbs raised in a meditative, deadly stance.

Deadly Mantis CR 11

XP 12,800
N Colossal vermin
Init +4; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 25, touch 6, flat-footed 21 (+4 Dex, +19 natural, –8 size)
hp 152 (16d8+80)
Fort +15, Ref +9, Will +5
Immune mind-affecting effects

OFFENSE

Speed 60 ft.
Melee bite +17 (4d6+13), 2 claws +17 (2d8+13 plus grab)
Space 30 ft.; Reach 30 ft. (10 ft. with bite)
Special Attacks fling, rending mandibles

STATISTICS

Str 36, Dex 18, Con 21, Int –, Wis 11, Cha 5
Base Atk +12; CMB +33 (+37 grapple); CMD 47 (51 vs. trip)
Skills Climb +17, Perception +4; Racial Modifiers +4 Climb, +4 Perception

SPECIAL ABILITIES

Fling (Ex)

If a deadly mantis begins its turn with a Large or smaller creature grabbed in its claws, it can, as a standard action, fling that creature up to 30 feet away. Creatures thrown in this way take 3d6 points of damage as if they had fallen from the same distance.

Rending Mandibles (Ex)

If a deadly mantis hits with both claws and successfully grabs a foe, it can make an immediate bite attack against that foe as a secondary attack. This bite attack has a +12 attack bonus and deals 4d6+6 points of damage. In addition to dealing damage, the mantis can tear away the victim's armor as a free action by making a combat maneuver check. If the mantis is successful, the target's armor is ripped from its body. If the target fails a DC 31 Reflex save, the armor subjected to this attack loses half its hit points and gains the broken condition. The save DC is Strength-based.