Clockwork Mantis
Large Construct unaligned
- Armor Class: 15 (natural armor)
- Hit Points: 68 (8d10+24)
- Speed: walk 40 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: Tome of Beasts 2, page 67
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 13 (+1) |
19 (+4) |
16 (+3) |
3 (-4) |
15 (+2) |
1 (-5) |
- Skills: perception +5, stealth +7
- Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 60 ft., passive Perception 15
- Languages: understands Common but can’t speak
Special Abilities
- Hobbling Strike: When the clockwork mantis makes a successful opportunity attack, the target's speed is reduced to 0 until the start of its next turn.
- Immutable Form: The clockwork mantis is immune to any spell or effect that would alter its form.
- Magic Resistance: The clockwork mantis has advantage on saving throws against spells and other magical effects.
- Standing Leap: The clockwork mantis's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Actions
- Multiattack: The clockwork mantis makes two serrated blade attacks. If both attacks hit the same target, the mantis can make a bite attack against another target within range as a bonus action.
- Serrated Blade: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
- Invisibility: The clockwork mantis turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the mantis wears or carries is invisible with it.
Licensing – Markdown Format