Clockwork Mantis
This large clockwork mantis is surprisingly nimble and fast, capable of taking down foes with a lethal flurry of serrated claws and bites._ **Wanted by Gnomes.** The existence of these wandering clock
- Armor class
- 15
- Hit points
- 68
- Challenge
- 6
- Creature type
- Construct
- Size
- Large
- Alignment
- unaligned
This large clockwork mantis is surprisingly nimble and fast, capable of taking down foes with a lethal flurry of serrated claws and bites._
Wanted by Gnomes. The existence of these wandering clockwork monsters creates a bad reputation for peaceful gnomish engineers. A few groups of gnomes specialize in tracking and destroying these clockwork creations. They claim to do it out of virtue, but rumors abound that they do it for rare parts.
Construct Nature. The clockwork mantis doesn’t require air, food, drink or sleep.
Stat block
- Cha
- 1
- Con
- 16
- Dex
- 19
- Int
- 3
- Str
- 13
- Wis
- 15
- Speed
- Walk: 40
- Senses
- darkvision 60 ft., passive Perception 15
- Skills
- Stealth: 7; Perception: 5
- 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.
- Languages
- understands Common but can’t speak
- Damage immunities
- poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- 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.
- Condition immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Source and licence
From Tome of Beasts 2.
Licence: Open Game Content (OGL 1.0a).