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SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH GIANT PRAYING MANTIS

 

Large Magical Beast (Augmented Vermin, Extraplanar)

Hit Dice:

4d8+8 (26 hp)

Initiative:

–1

Speed:

20 ft. (4 squares), fly 40 ft. (poor)

Armor Class:

14 (–1 size, –1 Dex, +6 natural), touch 8, flat-footed 14

Base Attack/Grapple:

+3/+11

Attack:

Claws +6 melee (1d8+4)

Full Attack:

Claws +6 melee (1d8+4) and bite +1 melee (1d6+2)

Space/Reach:

10 ft (4 squares)./5 ft.

Special Attacks:

Improved grab, smite evil

Special Qualities:

Darkvision 60 ft., vermin traits, damage resistance 5/magic, resistance to cold 5 and fire 5, spell resistance 9

Saves:

Fort +6, Ref +0, Will +3

Abilities:

Str 19, Dex 8, Con 15, Int 3, Wis 14, Cha 11

Skills:

Hide –1*, Spot +6

Feats:

Environment:

Any Evil-aligned plane

Organization:

Solitary

Challenge Rating:

4

Advancement:

5–8 HD (Large); 9–12 HD (Huge)

Level Adjustment:

+2

This patient carnivore remains completely still as it waits for prey to come near.

Improved Grab (Ex): To use this ability, a giant praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +6 attack bonus).

Skills: A giant praying mantis has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +4.

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