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Clockwork Mantis 2014

CR 6 construct

Large construct, unaligned


Armor Class
15 (natural armor)
Hit Points
68 (8d10+24)
Speed
40 ft.

STR13 (+1)
DEX19 (+4)
CON16 (+3)
INT3 (-4)
WIS15 (+2)
CHA1 (-5)

Saving Throws
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
Challenge
6 (2,300 XP) · Proficiency Bonus +3

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.

Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details