# 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.