Fiendish Giant Praying Mantis CR 4
Always NE Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft.; Listen +1, Spot +9
Languages —
AC 14 (−1 size, −1 Dex, +6 natural), touch 8, flat-footed 14
hp 4d8+8 (26 hp); DR 5/magic
Fort Ref Will
Speed 20 ft. (4 squares), fly 40 ft. (poor)
Space/Reach 10 ft./5 ft.
Base Atk +3; Grp +11
Melee claws ()
Full Atk claws () and bite ()
Attack Options Improved grab, Smite good
SQ vermin traits, resistance to cold 5 and fire 5, SR 9
Abilities Str 19, Dex 8, Con 15, Int 3, Wis 14, Cha 11
Feats —
Skills Hide −1*, Spot +9
Advancement 5–8 HD (Large); 9–12 HD (Huge)
Environment Any evil-aligned plane
Organization Solitary
Treasure None
Summon Monster: Summon Monster IV
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +4 extra damage against an good foe.
Improved Grab (Ex): To use this ability, a giant praying mantis must hit with its claws attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +6 attack bonus).
Skills: A giant praying mantis has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when in foliage.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
This patient carnivore remains completely still as it watches for prey.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster IV.