A mantis several times the size of a human. It prefers to use its scythe-like claws to trap and torment rather than killing its prey outright. Mantises prefer to feast upon live prey, and victims who find themselves ensnared are encouraged to play dead in hopes that their captor will seek out a fresher meal.
Killer Mantis (CR 3)
XP 800
N Large Vermin
Init +1; Senses Darkvision 60 ft.; Perception +6
DEFENSE
AC 15, touch 10, flat-footed 14 (+1 dex, +5 natural, -1 size)
hp 30 [44] (4d8+12)
Fort +7, Ref +2, Will +3
Immune mind-affecting effects; Resist earth 5
Weakness Fire
OFFENSE
Speed 30 ft., Climb 30 ft., fly 40 ft. (poor)
Melee 2 claws +5 (1d6+3/x3 plus grab)
Space 10 ft; Reach 10 ft.
STATISTICS
Str 16, Dex 13, Con 16, Int -, Wis 14, Cha 11
Base Atk +3; CMB +7 (+11 grapple); CMD 18 (22 vs. tripped)
Skills Climb +11, Fly -5, Perception +6, Stealth +11 (+13 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 +0 attack that inflicts 1d8+1 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.