Encounters: Cormanthor - The Midwood

Giant Praying Mantis (CR 2)

Large Vermin
Alignment: Always Neutral
Initiative: -1 (Dex); Senses: darkvision 60 ft. and Listen +6


AC: 14 (-1 size, -1 Dex, +6 natural), touch 8, flat-footed 14
Hit Dice: 4d8+8 (26 hp)
Fort +6, Ref +0, Will +3


Speed: 20 ft., fly 40 ft. (poor)
Space: 10 ft./5 ft.
Base Attack +3; Grapple +11
Attack: Claws +6 melee
Full Attack: Claws +6 melee and bite +1 melee
Damage: Claws 1d8+4, bite 1d6+2
Special Attacks: Improved grab


Abilities: Str 19, Dex 8, Con 15, Int -, Wis 14, Cha 11
Special Qualities: Vermin
Feats: -
Skills: Hide +1* and Listen +6
Advancement: 5-8 HD (Large); 9-12 HD (Huge)


Climate/Terrain: Temperate forests
Organization: Solitary
Treasure: None


Source: Monster Manual

Improved Grab (Ex): To use this ability, the giant praying mantis must hit an opponent of Medium-size or smaller with its claws attack. If it gets a hold, it squeezes.

Squeeze (Ex): A giant praying mantis that gets a hold on a Medium-size or smaller opponent automatically deals 1d8+4 points of claw damage and bites at its full attack value of +6 each round the hold is maintained.

Skills: Because of its camouflage, a mantis surrounded by foliage receives an additional +8 racial bonus to Ride checks.

A giant praying mantis uses both spiny claws as a single attack. It grabs smaller prey in its claws while it bites.

This patient carnivore remains completely still as it waits for prey to come near.

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