Full Name |
Klic-Klac |
Race |
Giant Mantis| HP 31/31 | AC 18, T 13, FF 15 | CMD 16 (24 vs Trip)| F +7 R +4 W +9 | Init +3 | Acrobatics+7 Climb+12 Fly+8 Perc+5 Stealth+7 |
Classes/Levels |
| Speed 30ft Climb 30ft Fly 40ft (Average) | Grab, Lunge | Active Conditions: None. |
About Klic-klac
Klik-klak
Male Giant Mantis
Medium animal
Init +3, Senses low-light vision; Perception +5
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DEFENSE
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AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural, )
hp 31 ((5d8)+5)
Fort +4, Ref +7, Will +2
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OFFENSE
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Speed 30 ft. Climb 30 ft. Fly 40 ft. (Average)
Melee claw +4/+4 (1d6+grab)
[dice=Claw + Grab]1d20+4[/dice] Lunge (reach, +4)
[dice=Damage]1d6[/dice]
[dice=Grab vs CMD]1d20+8[/dice]
Special Attacks Grab, Lunge,
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TACTICS
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STATISTICS
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Str 11, Dex 16, Con 10, Int 2, Wis 12, Cha 7,
Base Atk +3; CMB +3 (+8 grapple); CMD 16 (24 vs trip)
Feats Combat Reflexes, Toughness, Weapon Focus (Claw)
Skills Acrobatics +7, Climb +12, Fly +8, Perception +5, Stealth +7,
SQ combat training, ability score increase, ac bonus, bonus tricks 2, evasion, link, low-light vision, share spells, stat bonus,
Animal Tricks Combat Training, Attack, Come, Defend, Down, Guard, Heel, Sneak
Deep Red Cracked (Fly +1)
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SPECIAL ABILITIES
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Unexpected Intelligence The unexpected intellectual gains an Intelligence score of 2 and can gain skills and feats. It loses the mindless quality. (replaces share spells)
Hefty Brute You treat your size as one category larger for the purposes of calculating CMB, CMD, carrying capacity, and any size-based special attacks you use or that are used against you (such as grab, swallow whole, and trample).
Lunge (Ex) A giant mantis's limbs are capable of reaching much farther than normal for a creature of its size. As a full-attack action, it can make a single attack with its claws at double its normal reach. When a giant mantis attacks with a claw in this manner, it gains a +4 bonus on its attack roll. A giant mantis cannot make attacks of opportunity with its lunge.
Combat Reflexes You may make 3 additional attacks of opportunity per round. With this feat, you may also make attacks of opportunity while flat-footed.
Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Grab (Ex) If you hit with the indicated attack (usually a claw or bite attack), you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you take a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. A successful hold does not deal any extra damage unless you also have the constrict special attack. If you do not constrict, each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, you deal constriction damage as well. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Toughness You gain +5 hit points. You gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
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ANIMAL TRICKS
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Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Sneak The animal hides.