ericthecleric |
To assist harried DMs, I’ve statted up fiendish and half-fiend giant praying mantises, the creatures summoned by a certain group of assassins…
Fiendish Giant Praying Mantis (CR 4; doesn’t apply if summoned)
NE Large magical beast (extraplanar)
Init -1; Senses darkvision 60 ft.; Spot +6
DEFENSE
AC 14, touch 8, flat-footed 14
(-1 size, -1 Dex, +6 natural)
hp 26 (4d8+8)
Fort +6, Ref +0, Will +3
DR 5/magic; Immune mind-affecting effects; Resist cold 5, fire 5; SR 9
OFFENSE
Spd 20 ft. (4 squares), fly 40 ft. (poor)
Melee 2 claws +7 (1d8+4) and bite +4 melee (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks improved grab, smite good
TACTICS
During Combat As directed by summoning red mantis assassin
Morale The creature fights to the death
STATISTICS
Str 19, Dex 8, Con 15, Int 3, Wis 14, Cha 11
Base Atk +3; Grp +11
Feats Multiattack, Weapon Focus (Claws)
Skills Hide -1*, Spot +6
Special Qualities vermin traits
SPECIAL ABILITIES
Improved Grab (Ex) To use this ability, the giant praying mantis must hit with its claw 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).
Smite Good (Su) Once per day the creature can make a normal melee attack to deal +4 extra damage to a good foe.
*******
Half-Fiend Giant Praying Mantis (CR 4; doesn’t apply if summoned)
NE Large outsider (native)
Init +1; Senses darkvision 60 ft.; Spot +6
DEFENSE
AC 17, touch 10, flat-footed 16
(-1 size, +1 Dex, +7 natural)
hp 30 (4d8+12)
Fort +7, Ref +2, Will +3
DR 5/magic; Immune mind-affecting effects, poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 14
OFFENSE
Spd 20 ft. (4 squares), fly 40 ft. (poor)
Melee 2 claws +9 (1d8+6) and bite +6 melee (1d8+3)
Space 10 ft.; Reach 5 ft.
Special Attacks improved grab, smite good
Spell-Like Abilities (CL 4th)
3/day- darkness
1/day- desecrate
TACTICS
During Combat As directed by summoning red mantis assassin
Morale The creature fights to the death
STATISTICS
Str 23, Dex 12, Con 17, Int 4, Wis 14, Cha 13
Base Atk +3; [/b]Grp[/b] +11
Feats Multiattack, Weapon Focus (Claws)
Skills Hide +1*, Spot +6
Special Qualities vermin traits
SPECIAL ABILITIES
Improved Grab (Ex) To use this ability, the giant praying mantis must hit with its claw 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).
Smite Good (Su) Once per day the creature can make a normal melee attack to deal +4 extra damage to a good foe.