A savage hunter among mantises, its mottled exoskeleton with a pattern resembling fallen leaves keeps it hidden from its unwitting prey. Extremely combative by nature, it is known to pick fights with enemies far larger than itself, standing tall and waving its scythe-like claws to intimidate its foes.
Greater Mantis (CR 5)
XP 1,600
N Large Vermin
Init +2; Senses Darkvision 60 ft.; Perception +7
DEFENSE
AC 18, touch 11, flat-footed 16 (+2 dex, +7 natural, -1 size)
hp 59 (7d8+28)
Fort +9, Ref +4, Will +5
Immune mind-affecting effects
Resist earth 5
Weakness Fire
OFFENSE
Speed 30 ft., Climb 30 ft., fly 40 ft. (poor)
Melee 2 claws +6 (1d6+4/x3 plus grab)
Space 10 ft; Reach 10 ft.
STATISTICS
Str 18, Dex 15, Con 18, Int -, Wis 16, Cha 11
Base Atk +3; CMB +8 (+12 grapple); CMD 20 (24 vs. tripped)
Skills Climb +17, Fly -4, Perception +7, Stealth +7 (+15 in forests); Racial Modifiers +4 Perception, +4 Stealth (+12 in forests)
SPECIAL ABILITIES
Lunge (Ex)
A 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 mantis attacks with a claw in this manner, it gains a +4 bonus on its attack roll. A mantis cannot make attacks of opportunity with its lunge.
Mandibles (Ex)
A mantis that grabs a foe can make a bite attack against that foe as a secondary attack. The mantis’s bite is a +4 attack that inflicts 1d8+2 points of damage on a hit.
Sudden Strike (Ex)
A mantis is particularly adept at moving quickly when its foes are surprised. During a surprise round, a giant mantis may act as if it had a full round to act, rather than just one standard action.