36 lines
1.9 KiB
Markdown
36 lines
1.9 KiB
Markdown
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# Clockwork Mantis
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*Large* *Construct* *unaligned*
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- **Armor Class:** 15 (natural armor)
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- **Hit Points:** 68 (8d10+24)
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- **Speed:** walk 40 ft.
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- **Challenge Rating:** 6 (2,300 XP)
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- **Source:** Tome of Beasts 2, page 67
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 13 (+1) | 19 (+4) | 16 (+3) | 3 (-4) | 15 (+2) | 1 (-5) |
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- **Skills:** perception +5, stealth +7
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- **Damage Immunities:** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
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- **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
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- **Senses:** darkvision 60 ft., passive Perception 15
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- **Languages:** understands Common but can’t speak
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### Special Abilities
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- **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.
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- **Immutable Form:** The clockwork mantis is immune to any spell or effect that would alter its form.
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- **Magic Resistance:** The clockwork mantis has advantage on saving throws against spells and other magical effects.
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- **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.
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### Actions
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- **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.
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- **Serrated Blade:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage
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- **Bite:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
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- **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.
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