Mantis, Deadly (CR 13/MR 5)

This terrifying monstrosity towers taller than the mightiest jungle trees, its forelimbs raised in a meditative, deadly stance.

Mythic Deadly Mantis (CR 13/MR 5)
XP 25,600
N Colossal vermin (mythic)
Init +8; Senses darkvision 60 ft.; Perception +4


AC 30, touch 6, flat-footed 26 (+4 Dex, +24 natural, –8 size)
hp 208 (16d8+136)
Fort +16, Ref +11, Will +5
Defensive Abilities deflective carapaceMA, ferocityMA, quick healerMA; DR 10/epic; Immune mind-affecting effects


Speed 60 ft.
Melee bite +19 (4d6+14/19–20/×3), 2 claws +18 (2d8+14 plus grab)
Space 30 ft.; Reach 30 ft. (10 ft. with bite)
Special Attacks destructive mandiblesMA, fling, mythic power (5/day, surge +1d8), rending mandibles, spray of spursMA


Str 38, Dex 18, Con 23, Int 1, Wis 11, Cha 5
Base Atk +12; CMB +34 (+38 grapple); CMD 48 (52 vs. trip)
Feats Bleeding Critical, Critical FocusMF, Improved CriticalMF (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Vital StrikeMF, Weapon Focus (bite)
Skills Acrobatics +12 (+24 when jumping), Climb +18, Perception +12; Racial Modifiers +4 Climb, +4 Perception
SQ cunningMA


Environment tropical jungles
Organization solitary
Treasure none

Special Abilities

Cunning (Ex) A mythic deadly mantis has a dim intellect that allows it to react to situations in a more animal-like manner. The mantis has an Intelligence score of 1, which grants it skill ranks and feats. It does not lose its immunity to mind-affecting effects.

Deflective Carapace (Su) A mythic deadly mantis has DR 20/epic against physical ranged attacks. Any such attacks that strike the mantis but fail to bypass or exceed its DR deflects in a direction the mantis chooses. If a target is within 30 feet of the mantis, it can make a new ranged attack roll (+8) against the target (using the original weapon’s range increment, if it is less than 30 feet).

Destructive Mandibles (Ex) As a swift action, a mythic deadly mantis can spend one use of mythic power to allow it to bypass DR that requires a special material to bypass or hardness 10 with its bite attack until the end of its next turn.

Fling (Ex) If a deadly mantis begins its turn with a Large or smaller creature grabbed in its claws, it can, as a standard action, fling that creature up to 30 feet away. Creatures thrown in this way take 3d6 points of damage as if they had fallen from the same distance.

Quick Healer (Ex) As a swift action, a deadly mantis can expend one use of mythic power to grant itself fast healing 10 for 5 rounds.

Rending Mandibles (Ex) If a deadly mantis hits with both claws and successfully grabs a foe, it can make an immediate bite attack against that foe as a secondary attack. This bite attack has a +14 attack bonus and deals 4d6+7 points of damage with an 19-20 threat range and a ×3 critical multiplier. In addition to dealing damage, the mantis can tear away the victim’s armor as a free action by making a combat maneuver check. If the mantis is successful, the target’s armor is ripped from its body. If the target fails a DC 32 Reflex save, the armor subjected to this attack loses half its hit points and gains the broken condition. The save DC is Strength-based.

Spray of Spurs (Ex) As a full round action, a mythic deadly mantis can break off several spurs from its forelimbs and fire them in a 30-foot cone. The spurs deal 6d6 piercing and slashing damage (DC 32 Reflex save for half). The mantis can only use this ability once per day, unless it uses its quick healer ability, which restores its broken spurs one round after it uses quick healer. The save DC is Strength-based.

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