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From Pathfinder Adventure Path: Hell's Destiny, which isn't enabled.

Fiendish Mantis

CREATURE 11

Variant deadly mantis

These gigantic mantids make their homes within prehistoric forests.


These predators possess lightning-quick forelegs and a bone-breaking bite.


Perception +20; darkvision
Skills Acrobatics +18, Athletics +25, Stealth +22
Str +8, Dex +3, Con +5, Int -5, Wis +3, Cha -2

AC 31; Fort +24, Ref +20, Will +18
HP 220
Ship-Bound

The mantis is fused to the ship and moves where the ship moves. It doesn't occupy a space of its own but is treated as being in the front 20-foot-by-20-foot space of the ship for the purpose of making attacks and being targeted.


Speed 0 feet
Melee Mandibles +25 (reach 10), Damage 2d12+14 piercing
Melee Leg +24 (agile, reach 20), Damage 2d10+14 piercing plus Grab
Blood-Scent

After consuming the blood of a living creature, the mantis can track it (as the locate spell, but it functions over running water and has a range of 300 miles).

Fling

The 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 with a DC 31 basic Reflex save.

Rending Mandibles

The 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 Strike

On the first round of combat, creatures that haven't acted are Off-Guard to the deadly mantis.

Grab

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained

Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Pathfinder Adventure Path: Hell's DestinyORC