Giant Mantis Nymph
Tiny beast
Armour Class 13
Hit Points 5 (2d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
4 (-3) | 16 (+3) | 10 (+0) | 3 (-4) | 10 (+0) | 6 (-2) |
Skills Perception +4
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 14
Languages none
Challenge 1/8 (25 XP)
Compound Eyes and Keen Sense of Smell. The mantis has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.
Crazed Frenzy. The first time a mantis suffers a critical hit, if it still has 1 or more hit point remaining it loses its advantage on Wisdom (Perception) checks. It also becomes crazed, attacking all creatures it can perceive, starting with the nearest and making no distinction between allies and enemies. While crazed, the mantis gains the following benefits:
- The mantis has advantage on Strength checks and Strength saving throws.
- Increase the damage dealt by each of its melee attacks by 2.
- The mantis gains resistance to bludgeoning, piercing, and slashing damage.
An attacker that is aware of this trait may choose whether or not they want to trigger it at the time of the critical hit.
Deadly. The mantis counts rolls of 19 or higher as criticals.
Actions
Claw. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1 + 3) slashing damage.
Zion Mantis Nymph
Small beast
Armour Class 14
Hit Points 24 (7d7)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 18 (+4) | 10 (+0) | 3 (-4) | 10 (+0) | 6 (-2) |
Skills Perception +6
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 16
Languages none
Challenge 2 (450 XP)
Compound Eyes and Keen Sense of Smell. The mantis has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.
Crazed Frenzy. The first time a mantis suffers a critical hit, if it still has 1 or more hit point remaining it loses its advantage on Wisdom (Perception) checks. It also becomes crazed, attacking all creatures it can perceive, starting with the nearest and making no distinction between allies and enemies. While crazed, the mantis gains the following benefits:
- The mantis has advantage on Strength checks and Strength saving throws.
- Increase the damage dealt by each of its melee attacks by 3.
- The mantis gains resistance to bludgeoning, piercing, and slashing damage.
An attacker that is aware of this trait may choose whether or not they want to trigger it at the time of the critical hit.
Deadly. The mantis counts rolls of 19 or higher as criticals.
Actions
*Multiattack.** The giant mantis make one attack with its bite and two with its claws.
*Bite.** Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Claw. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Giant Mantis
Small beast
Armour Class 14
Hit Points 56 (16d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 18 (+4) | 10 (+0) | 3 (-4) | 10 (+0) | 6 (-2) |
Skills Perception +8
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 18
Languages none
Challenge 3 (700 XP)
Compound Eyes and Keen Sense of Smell. The mantis has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.
Crazed Frenzy. The first time a mantis suffers a critical hit, if it still has 1 or more hit point remaining it loses its advantage on Wisdom (Perception) checks. It also becomes crazed, attacking all creatures it can perceive, starting with the nearest and making no distinction between allies and enemies. While crazed, the mantis gains the following benefits:
- The mantis has advantage on Strength checks and Strength saving throws.
- Increase the damage dealt by each of its melee attacks by 3.
- The mantis gains resistance to bludgeoning, piercing, and slashing damage.
An attacker that is aware of this trait may choose whether or not they want to trigger it at the time of the critical hit.
Deadly. The mantis counts rolls of 19 or higher as criticals.
Actions
Multiattack. The giant mantis make one attack with its bite and two with its claws.
Bite. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Claw. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Giant Mantis Female
Medium beast
Armour Class 14
Hit Points 130 (20d40)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 18 (+4) | 14 (+2) | 3 (-4) | 10 (+0) | 6 (-2) |
Skills Perception +12
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 22
Languages none
Challenge 6 (2,300 XP)
Compound Eyes and Keen Sense of Smell. The mantis has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.
Crazed Frenzy. The first time a mantis suffers a critical hit, if it still has 1 or more hit point remaining it loses its advantage on Wisdom (Perception) checks. It also becomes crazed, attacking all creatures it can perceive, starting with the nearest and making no distinction between allies and enemies. While crazed, the mantis gains the following benefits:
- The mantis has advantage on Strength checks and Strength saving throws.
- Increase the damage dealt by each of its melee attacks by 4.
- The mantis gains resistance to bludgeoning, piercing, and slashing damage.
An attacker that is aware of this trait may choose whether or not they want to trigger it at the time of the critical hit.
Deadly. The mantis counts rolls of 19 or higher as criticals.
Actions
Multiattack. The giant mantis make one attack with its bite and two with its claws.
Bite. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
Claw. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Zion Mantis
Medium beast
Armour Class 14
Hit Points 149 (23d46)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 18 (+4) | 14 (+2) | 3 (-4) | 10 (+0) | 6 (-2) |
Skills Perception +12
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 22
Languages none
Challenge 8 (3,900 XP)
Compound Eyes and Keen Sense of Smell. The mantis has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.
Crazed Frenzy. The first time a mantis suffers a critical hit, if it still has 1 or more hit point remaining it loses its advantage on Wisdom (Perception) checks. It also becomes crazed, attacking all creatures it can perceive, starting with the nearest and making no distinction between allies and enemies. While crazed, the mantis gains the following benefits:
- The mantis has advantage on Strength checks and Strength saving throws.
- Increase the damage dealt by each of its melee attacks by 4.
- The mantis gains resistance to bludgeoning, piercing, and slashing damage.
An attacker that is aware of this trait may choose whether or not they want to trigger it at the time of the critical hit.
Deadly. The mantis counts rolls of 19 or higher as criticals.
Actions
Multiattack. The giant mantis make one attack with its bite and two with its claws.
Bite. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Claw. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Zion Mantis Female
Medium beast
Armour Class 14
Hit Points 172 (23d10 + 69)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 20 (+5) | 16 (+3) | 3 (-4) | 10 (+0) | 6 (-2) |
Skills Perception +16
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses darkvision 60 ft., passive Perception 26
Languages none
Challenge 10 (5,900 XP)
Compound Eyes and Keen Sense of Smell. The mantis has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.
Crazed Frenzy. The first time a mantis suffers a critical hit, if it still has 1 or more hit point remaining it loses its advantage on Wisdom (Perception) checks. It also becomes crazed, attacking all creatures it can perceive, starting with the nearest and making no distinction between allies and enemies. While crazed, the mantis gains the following benefits:
- The mantis has advantage on Strength checks and Strength saving throws.
- Increase the damage dealt by each of its melee attacks by 6.
- The mantis gains resistance to bludgeoning, piercing, and slashing damage.
An attacker that is aware of this trait may choose whether or not they want to trigger it at the time of the critical hit.
Deadly. The mantis counts rolls of 19 or higher as criticals.
Actions
Multiattack. The giant mantis make one attack with its bite and two with its claws.
Bite. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Claw. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.