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Fiendish MantisCreature 11


UniqueGargantuanAnimalFiend
Source Pathfinder Adventure Path: Hell's Destiny
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 0 feet

Mandibles One Action +25 (+20, +15) to hit (reach 10) 2d12+14 Piercing
Leg One Action +24 (+20, +16) to hit (agile, reach 20) 2d10+14 Piercing

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.

Blood-Scent

After consuming the blood of a living creature, the mantis can track it (as the locate spell, but it functions over running water and has a range of 300 miles).

Fling One Action

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 One Action

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 One Action

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

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Animal

An 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.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.