Deadly MantisCreature 11
Perception +20 (darkvision)
Languages none
Skills Acrobatics +18, Athletics +25, Stealth +22
Str +8, Dex +3, Con +5, Int -5, Wis +3, Cha -2
AC 31; Fort +24; Reflex +20; Will +18;
HP 220
Speed 50 feet (climb 50 feet)
Mandibles
+25 (+20, +15) to hit (reach 10) 2d12+14 PiercingLeg
+24 (+20, +16) to hit (agile, reach 20) 2d10+14 PiercingFling

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.
Leaping Grab
The mantis Leaps up to 40 feet vertically and 20 feet horizontally. At any point during the jump, it can make a leg Strike. If it hits, it automatically Grabs the target, bringing the creature along until the end of the jump.
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 StrikeOn the first round of combat, creatures that haven't acted are Off-Guard to the deadly mantis.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
These gigantic mantids make their homes within prehistoric forests.
These predators possess lightning-quick forelegs and a bone-breaking bite.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.