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<blockquote data-quote="the Jester" data-source="post: 5758856" data-attributes="member: 1210"><p>Here's the revised and expanded giant praying mantis. It comes with some campaign-specific flavor text (for the lvl 12 solo guy).</p><p></p><p><strong><span style="font-size: 12px">PRAYING MANTIS</span></strong> </p><p> </p><p>The praying mantis is a insect that is harmless to humanoid life as long as it remains small enough. However, as is so often the case with seeminly-innocuous creatures, once it is enlarged to great size, a praying mantis becomes a terrible threat.</p><p> </p><p>On the Feywild, praying mantises have a much greater variety than in the natural world, growing to truly incredible size or demonstrating strange fey powers; some even speak.</p><p></p><p><strong>Giant Praying Mantis Level 3 Soldier</strong> </p><p>Large natural beast (insect) XP 150 </p><p>HP 47; Bloodied 23 Initiative +3</p><p>AC 18; Fortitude 15; Reflex 17; Will 15 Perception +3</p><p>Speed 6, climb 4</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Claw * At Will</p><p> Attack: Melee 2 (one creature); +8 vs. AC.</p><p> Hit: 1d6+4 damage.</p><p></p><p>Mantis Strike * At Will</p><p> Effect: The praying mantis uses claw twice against the same target. If both attacks hit, the target is dazed until the end of its next turn.</p><p></p><p>TRIGGERED ACTIONS </p><p> </p><p>(melee) Blinding Speed * Encounter</p><p> Trigger: An enemy triggers an opportunity attack from the praying mantis.</p><p> Attack (Opportunity Action): Melee 1 (the triggering creature); +8 vs. AC.</p><p> Hit: The praying mantis shifts up to 2 squares, then pulls the target to a space adjacent to it.</p><p>---</p><p>Str 18 Dex 15 Wis 14</p><p>Con 15 Int 1 Cha 4 </p><p>Alignment unaligned Languages -</p><p></p><p><strong>Vision Mantis Level 7 Controller </strong> </p><p>Medium fey beast (insect) XP 300 </p><p> A vision mantis is a preying mantis the size of a human from the Feywild whose claws inflict a poison that causes hallucinations and delirium. Although it rarely uses the ability, a vision mantis is capable of speech.</p><p>HP 77; Bloodied 38 Initiative +5</p><p>AC 21; Fortitude 18; Reflex 19; Will 20 Perception +5</p><p>Speed 6, climb 4 </p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Claw * At Will</p><p> Attack: Melee 1 (one creature); +12 vs. AC.</p><p> Hit: 1d8+3 damage. </p><p></p><p>Double Claw * At Will</p><p> Effect: The vision mantis uses claw twice.</p><p></p><p>Vision Claw (psychic) * Recharge 5 6</p><p> Attack: Melee 1 (one creature); +11 vs. Will.</p><p> Hit: 1d8+3 damage plus 10 psychic damage and the vision mantis slides the target up to 2 squares and the target is dazed (save ends). Each time the target fails a save against this effect, the vision mantis may slide it up to 2 squares.</p><p></p><p>MOVE ACTIONS </p><p> </p><p>(ranged) Vision Dance * At Will</p><p> Effect: The vision mantis shifts up to 2 squares.</p><p> Attack: Range 5 (one dazed creature); +11 vs. Will.</p><p> Hit: The vision mantis slides the target up to 2 squares.</p><p>---</p><p>Str 15 Dex 15 Wis 15</p><p>Con 13 Int 8 Cha 19 </p><p>Alignment unaligned Languages Elven</p><p></p><p><strong>Spitting Praying Mantis Level 7 Artillery </strong> </p><p>Medium fey beast (insect) XP 300 </p><p> The spitting praying mantis is a dangerous hunter of the Feywild that uses its saliva to hunt prey. Even those that get close to it must contend with its deadly claw, although it is less proficient in melee than many other breeds of giant praying mantis. </p><p>HP 61; Bloodied 30 Initiative +7</p><p>AC 19; Fortitude 19; Reflex 20; Will 19 Perception +5</p><p>Speed 6, climb 4</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Claw * At Will</p><p> Attack: Melee 1 (one creature); +12 vs. AC.</p><p> Hit: 2d6+4 damage.</p><p></p><p>(ranged) Fey Spit (acid, radiant) * At Will</p><p> Attack: Range 10 (one creature); +12 vs. Reflex.</p><p> Hit: 2d10+4 acid and radiant damage.</p><p></p><p>MOVE ACTIONS </p><p> </p><p>Clumsy Flight * Encounter</p><p> Effect: The spitting praying mantis flies up to 6 squares.</p><p></p><p>TRIGGERED ACTIONS </p><p> </p><p>Death Blow * Encounter</p><p> Trigger: The spitting praying mantis is reduced to 0 hit points.</p><p> Effect (No Action): The mantis uses claw at a random adjacent creature.</p><p>---</p><p>Str 16 Dex 19 Wis 15</p><p>Con 13 Int 3 Cha 11 </p><p>Alignment unaligned Languages -</p><p></p><p><strong>Spicewoods Elder Mantis Level 12 Solo Soldier </strong> </p><p>Huge natural beast (insect) XP 3,500 </p><p> In the depths of the Spicewoods of Pesh are areas where the air is thick and humid and conditions are right for the growth of monstrously large creatures. Alongside the behemoths and giants of the forest, giant insects sometimes live and grow far past their normal size. The Spicewoods elder mantis is an example of such a monster- it has survived for over a century and become something of a legend to the people of Pesh. But it is real enough, and should adventurers ever slay it and bring out proof of their deed, they would gain a great deal of fame.</p><p>HP 488; Bloodied 244 Initiative +12</p><p>AC 28; Fortitude 24; Reflex 26; Will 24 Perception +10</p><p>Speed 8, climb 5</p><p>Immune immobilize, slow</p><p>Action Points 2; Saving Throws +5</p><p></p><p>TRAITS </p><p>Elder Beast</p><p> At the start of its turn, the mantis makes a saving throw against one condition that a save can end. If it is bloodied, it instead makes a saving throw against each condition that a save can end.</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Claw * At Will</p><p> Requirement: The mantis may not have more than two creatures grabbed.</p><p> Attack: Melee 3 (one creature); +17 vs. AC.</p><p> Hit: 2d12+7 damage, and if the mantis has less than two creatures grabbed, it may grab the target (escape DC 20). </p><p></p><p>Flurry of Strikes * At Will</p><p> Effect: The Spicewoods elder mantis uses claw three times.</p><p></p><p>MINOR ACTIONS </p><p> </p><p>(melee) Bite * At Will</p><p> Attack: Melee 2 (one grabbed creature); +17 vs. AC.</p><p> Hit: 3d6+10 damage.</p><p> Effect: The mantis may sustain the grab.</p><p></p><p>TRIGGERED ACTIONS </p><p> </p><p>Frenzy * At Will</p><p> Requirement: The mantis must be bloodied.</p><p> Trigger: The mantis takes damage from an attack.</p><p> Effect (Free Action): The mantis makes a saving throw, then uses claw.</p><p>---</p><p>Skills Nature +15, Stealth +15</p><p>Str 23 Dex 18 Wis 18</p><p>Con 18 Int 3 Cha 13 </p><p>Alignment unaligned Languages -</p></blockquote><p></p>
[QUOTE="the Jester, post: 5758856, member: 1210"] Here's the revised and expanded giant praying mantis. It comes with some campaign-specific flavor text (for the lvl 12 solo guy). [B][SIZE="3"]PRAYING MANTIS[/SIZE][/B] The praying mantis is a insect that is harmless to humanoid life as long as it remains small enough. However, as is so often the case with seeminly-innocuous creatures, once it is enlarged to great size, a praying mantis becomes a terrible threat. On the Feywild, praying mantises have a much greater variety than in the natural world, growing to truly incredible size or demonstrating strange fey powers; some even speak. [B]Giant Praying Mantis Level 3 Soldier[/B] Large natural beast (insect) XP 150 HP 47; Bloodied 23 Initiative +3 AC 18; Fortitude 15; Reflex 17; Will 15 Perception +3 Speed 6, climb 4 STANDARD ACTIONS (mbasic) Claw * At Will Attack: Melee 2 (one creature); +8 vs. AC. Hit: 1d6+4 damage. Mantis Strike * At Will Effect: The praying mantis uses claw twice against the same target. If both attacks hit, the target is dazed until the end of its next turn. TRIGGERED ACTIONS (melee) Blinding Speed * Encounter Trigger: An enemy triggers an opportunity attack from the praying mantis. Attack (Opportunity Action): Melee 1 (the triggering creature); +8 vs. AC. Hit: The praying mantis shifts up to 2 squares, then pulls the target to a space adjacent to it. --- Str 18 Dex 15 Wis 14 Con 15 Int 1 Cha 4 Alignment unaligned Languages - [B]Vision Mantis Level 7 Controller [/B] Medium fey beast (insect) XP 300 A vision mantis is a preying mantis the size of a human from the Feywild whose claws inflict a poison that causes hallucinations and delirium. Although it rarely uses the ability, a vision mantis is capable of speech. HP 77; Bloodied 38 Initiative +5 AC 21; Fortitude 18; Reflex 19; Will 20 Perception +5 Speed 6, climb 4 STANDARD ACTIONS (mbasic) Claw * At Will Attack: Melee 1 (one creature); +12 vs. AC. Hit: 1d8+3 damage. Double Claw * At Will Effect: The vision mantis uses claw twice. Vision Claw (psychic) * Recharge 5 6 Attack: Melee 1 (one creature); +11 vs. Will. Hit: 1d8+3 damage plus 10 psychic damage and the vision mantis slides the target up to 2 squares and the target is dazed (save ends). Each time the target fails a save against this effect, the vision mantis may slide it up to 2 squares. MOVE ACTIONS (ranged) Vision Dance * At Will Effect: The vision mantis shifts up to 2 squares. Attack: Range 5 (one dazed creature); +11 vs. Will. Hit: The vision mantis slides the target up to 2 squares. --- Str 15 Dex 15 Wis 15 Con 13 Int 8 Cha 19 Alignment unaligned Languages Elven [B]Spitting Praying Mantis Level 7 Artillery [/B] Medium fey beast (insect) XP 300 The spitting praying mantis is a dangerous hunter of the Feywild that uses its saliva to hunt prey. Even those that get close to it must contend with its deadly claw, although it is less proficient in melee than many other breeds of giant praying mantis. HP 61; Bloodied 30 Initiative +7 AC 19; Fortitude 19; Reflex 20; Will 19 Perception +5 Speed 6, climb 4 STANDARD ACTIONS (mbasic) Claw * At Will Attack: Melee 1 (one creature); +12 vs. AC. Hit: 2d6+4 damage. (ranged) Fey Spit (acid, radiant) * At Will Attack: Range 10 (one creature); +12 vs. Reflex. Hit: 2d10+4 acid and radiant damage. MOVE ACTIONS Clumsy Flight * Encounter Effect: The spitting praying mantis flies up to 6 squares. TRIGGERED ACTIONS Death Blow * Encounter Trigger: The spitting praying mantis is reduced to 0 hit points. Effect (No Action): The mantis uses claw at a random adjacent creature. --- Str 16 Dex 19 Wis 15 Con 13 Int 3 Cha 11 Alignment unaligned Languages - [B]Spicewoods Elder Mantis Level 12 Solo Soldier [/B] Huge natural beast (insect) XP 3,500 In the depths of the Spicewoods of Pesh are areas where the air is thick and humid and conditions are right for the growth of monstrously large creatures. Alongside the behemoths and giants of the forest, giant insects sometimes live and grow far past their normal size. The Spicewoods elder mantis is an example of such a monster- it has survived for over a century and become something of a legend to the people of Pesh. But it is real enough, and should adventurers ever slay it and bring out proof of their deed, they would gain a great deal of fame. HP 488; Bloodied 244 Initiative +12 AC 28; Fortitude 24; Reflex 26; Will 24 Perception +10 Speed 8, climb 5 Immune immobilize, slow Action Points 2; Saving Throws +5 TRAITS Elder Beast At the start of its turn, the mantis makes a saving throw against one condition that a save can end. If it is bloodied, it instead makes a saving throw against each condition that a save can end. STANDARD ACTIONS (mbasic) Claw * At Will Requirement: The mantis may not have more than two creatures grabbed. Attack: Melee 3 (one creature); +17 vs. AC. Hit: 2d12+7 damage, and if the mantis has less than two creatures grabbed, it may grab the target (escape DC 20). Flurry of Strikes * At Will Effect: The Spicewoods elder mantis uses claw three times. MINOR ACTIONS (melee) Bite * At Will Attack: Melee 2 (one grabbed creature); +17 vs. AC. Hit: 3d6+10 damage. Effect: The mantis may sustain the grab. TRIGGERED ACTIONS Frenzy * At Will Requirement: The mantis must be bloodied. Trigger: The mantis takes damage from an attack. Effect (Free Action): The mantis makes a saving throw, then uses claw. --- Skills Nature +15, Stealth +15 Str 23 Dex 18 Wis 18 Con 18 Int 3 Cha 13 Alignment unaligned Languages - [/QUOTE]
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