Huge Construct, Unaligned
Armor Class 21 Natural
Hit Points 324 (27d12 + 6)
Speed 30 ft., Walk 50 ft.
STR
21 (+5)
DEX
27 (+8)
CON
23 (+6)
INT
3 (-4)
WIS
9 (-1)
CHA
1 (-5)
Saving Throws DEX +13, CON +11
Skills Perception +18, Stealth +18
Damage Resistances Lightning, Psychic, Thunder
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight, Passive Perception 18
Languages None
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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 30 feet and its high jump is up to 20 feet, with or without a running start.

Instinctual Defenses. When the clockwork mantis becomes bloodied, it has advantage on all dexterity saving throws and gains a +2 to it's armor class.

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 that target  as a bonus action.

Serrated Blade. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (2d10 + 11) slashing damage. 

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (3d12 + 11) piercing damage.

Bonus Actions

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 is carrying also turns invisible.

Reactions

Dashing Leap. When attacked the Clockwork Mantis may jump up to 10 feet vertically, or 20 feet horizontally, and move it's speed, without provoking an opportunity attack

Description

When a mad clockwork engineer spent centuries building his constructs, he didn't seem to care about the consequences of making them. The mantis models were made with the purpose of protecting his many secure vaults and the occasional excursion into dangerous territory. Nowadays, the mantis model can still be found guarding these ruins, but several have been acquired by gangs of scavengers as they search through battlefields.

Lair and Lair Actions

The Clockwork Mantis lives in the ruined moathouse.

Lair Actions

On initiative count 20 (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the clockwork mantis can’t use the same effect two rounds in a row:

  • Dashing Leap. The Clockwork Mantis may jump up to 10 feet vertically, or 20 feet horizontally, and move it's speed, without provoking an opportunity attack
  • Whirling Serrated Blade Attack . As Regular Serrated Blade attack, but with attacks made against up to 3 creatures within 10 feet of the Clockwork Mantis.
  • 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 is carrying also turns invisible.
  • Mending. The Clockwork Mantis rebuilds itself, healing 3d8+9 hp.

 

RathjiWrathbringer

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