Huge Monstrosity, Lawful Evil
Armor Class 20 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 20 ft., Swim 80 ft.
STR
18 (+4)
DEX
21 (+5)
CON
19 (+4)
INT
6 (-2)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws DEX +9, CON +8, WIS +5
Skills Perception +9, Stealth +4
Damage Immunities Thunder
Condition Immunities Blinded, Deafened
Senses Blindsight 500 ft., Darkvision 500 ft., Tremorsense 500 ft, Passive Perception 19
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Actions

Multiattack. The mantis makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Pincer Strike (Recharge 5–6). The mantis strikes with it's pincers at blinding speeds, and sending out a thundering explosion as it breaks the sound barrier.

 The attack makes a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, everyone in a 15-foot radius of the Mantis' claws must make a DC16 constitution saving throw or take 21 (4d10) thunder damage, or half as much damage on a successful one.

Description

Colossal Sea Mantis' are an extremely rare creature, their elusiveness matched only by their aggression. Covered in thick scales of every colour imaginable, these creatures can grow up the size of a galleon and make their hunting out in the deep sea. Residing normally on the sea floor, when their sensitive feelers detect a ship travelling above them, they will swim to the surface and devour entire vessels whole.

In addition to highly sensitive feelers and eyesight that can perceive things imperceptible to lesser creatures, the Colossal Mantis shrimp possess mighty weapons. Their heavy claws can strike out at the speed of sound despite their size, which can shatter a ship in a single lucky strike, boiling the waters around it as it does. Sparks of lightning have been reported to dance around the feeding tendrils of the Mantis, but accounts vary as they so rarely leave survivors in the wreckage. That being said, the armoured, multicoloured scales of the Colossal Mantis are a prized and valuable salvage, worn with great pride by those few who have managed to best one of these creatures.

Lair and Lair Actions

 

Colossal Sea Mantis' are an extremely rare creature, their elusiveness matched only by their aggression. Covered in thick scales of every colour imaginable, these creatures can grow up the size of a galleon and make their hunting out in the deep sea. Residing normally on the sea floor, when their sensitive feelers detect a ship travelling above them, they will swim to the surface and devour entire vessels whole.

In addition to highly sensitive feelers and eyesight that can perceive things imperceptible to lesser creatures, the Colossal Mantis shrimp possess mighty weapons. Their heavy claws can strike out at the speed of sound despite their size, which can shatter a ship in a single lucky strike, boiling the waters around it as it does. Sparks of lightning have been reported to dance around the feeding tendrils of the Mantis, but accounts vary as they so rarely leave survivors in the wreckage. That being said, the armoured, multicoloured scales of the Colossal Mantis are a prized and valuable salvage, worn with great pride by those few who have managed to best one of these creatures.

Lair Actions

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

  • Part of the ceiling collapses above one creature that the Mantis can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
  • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the Mantis can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the Mantis can see. They must be within 120 feet of the Mantis and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.

 

Habitat: CoastalUnderwater

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