Deadly MantisCreature 11
Source Pathfinder Bestiary
Perception +20 (darkvision)
Languages none
Skills Acrobatics +18, Athletics +25, Stealth +22
Str +8, Dex +3, Con +5, Int -5, Wis +3, Cha -2
AC 31; Fort +24; Reflex +20; Will +18;
HP 220
Speed 50 feet (climb 50 feet)
Mandibles +25 (+20, +15) to hit (reach 10) 2d12+14 Piercing
Leg +24 (+20, +16) to hit (agile, reach 20) 2d10+14 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
FlingThe deadly mantis flings a Grabbed creature into the air, up to 30 feet overhead and up to 30 feet away from the mantis (the creature takes damage from the fall as normal). If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 31 basic reflex save.
Leaping GrabThe mantis Leaps up to 40 feet vertically and 20 feet horizontally. At any point during the jump, it can make a leg Strike. If it hits, it automatically Grabs the target, bringing the creature along until the end of the jump.
Rending MandiblesThe mantis makes a mandibles Strike against a creature it has Grabbed. If that Strike hits and the creature is wearing armor with Hardness 12 or lower, the armor is Broken. This Strike doesn't further damage armor that's already broken.
Sudden StrikeOn the first round of combat, creatures that haven't acted are Flat-Footed to the deadly mantis.
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
These gigantic mantids make their homes within deep jungles and prehistoric forests where they hunt and devour equally massive prey.
These monstrously oversized insects are silent predators with lightning-quick forelegs and a bone-breaking bite.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.